SSRPass.js 19 KB

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  1. import {
  2. AddEquation,
  3. Color,
  4. NormalBlending,
  5. DepthTexture,
  6. SrcAlphaFactor,
  7. OneMinusSrcAlphaFactor,
  8. LinearFilter,
  9. MeshNormalMaterial,
  10. MeshBasicMaterial,
  11. NearestFilter,
  12. NoBlending,
  13. RGBAFormat,
  14. ShaderMaterial,
  15. UniformsUtils,
  16. UnsignedShortType,
  17. WebGLRenderTarget,
  18. HalfFloatType,
  19. } from '../../../build/three.module.js';
  20. import { Pass } from '../postprocessing/Pass.js';
  21. import { SSRShader } from '../shaders/SSRShader.js';
  22. import { SSRBlurShader } from '../shaders/SSRShader.js';
  23. import { SSRDepthShader } from '../shaders/SSRShader.js';
  24. import { CopyShader } from '../shaders/CopyShader.js';
  25. var SSRPass = function ( { renderer, scene, camera, width, height, selects, encoding, bouncing = false, morphTargets = false, groundReflector } ) {
  26. Pass.call( this );
  27. this.width = ( width !== undefined ) ? width : 512;
  28. this.height = ( height !== undefined ) ? height : 512;
  29. this.clear = true;
  30. this.renderer = renderer;
  31. this.scene = scene;
  32. this.camera = camera;
  33. this.groundReflector = groundReflector;
  34. this.opacity = SSRShader.uniforms.opacity.value;
  35. this.output = 0;
  36. this.maxDistance = SSRShader.uniforms.maxDistance.value;
  37. this.surfDist = SSRShader.uniforms.surfDist.value;
  38. this.encoding = encoding;
  39. this.tempColor = new Color();
  40. this._selects = selects;
  41. this.selective = Array.isArray( this._selects );
  42. Object.defineProperty( this, 'selects', {
  43. get() {
  44. return this._selects;
  45. },
  46. set( val ) {
  47. if ( this._selects === val ) return;
  48. this._selects = val;
  49. if ( Array.isArray( val ) ) {
  50. this.selective = true;
  51. this.ssrMaterial.defines.SELECTIVE = true;
  52. this.ssrMaterial.needsUpdate = true;
  53. } else {
  54. this.selective = false;
  55. this.ssrMaterial.defines.SELECTIVE = false;
  56. this.ssrMaterial.needsUpdate = true;
  57. }
  58. }
  59. } );
  60. this._bouncing = bouncing;
  61. Object.defineProperty( this, 'bouncing', {
  62. get() {
  63. return this._bouncing;
  64. },
  65. set( val ) {
  66. if ( this._bouncing === val ) return;
  67. this._bouncing = val;
  68. if ( val ) {
  69. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  70. } else {
  71. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  72. }
  73. }
  74. } );
  75. this.blur = true;
  76. this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
  77. Object.defineProperty( this, 'distanceAttenuation', {
  78. get() {
  79. return this._distanceAttenuation;
  80. },
  81. set( val ) {
  82. if ( this._distanceAttenuation === val ) return;
  83. this._distanceAttenuation = val;
  84. this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
  85. this.ssrMaterial.needsUpdate = true;
  86. }
  87. } );
  88. this._fresnel = SSRShader.defines.FRESNEL;
  89. Object.defineProperty( this, 'fresnel', {
  90. get() {
  91. return this._fresnel;
  92. },
  93. set( val ) {
  94. if ( this._fresnel === val ) return;
  95. this._fresnel = val;
  96. this.ssrMaterial.defines.FRESNEL = val;
  97. this.ssrMaterial.needsUpdate = true;
  98. }
  99. } );
  100. this._infiniteThick = SSRShader.defines.INFINITE_THICK;
  101. Object.defineProperty( this, 'infiniteThick', {
  102. get() {
  103. return this._infiniteThick;
  104. },
  105. set( val ) {
  106. if ( this._infiniteThick === val ) return;
  107. this._infiniteThick = val;
  108. this.ssrMaterial.defines.INFINITE_THICK = val;
  109. this.ssrMaterial.needsUpdate = true;
  110. }
  111. } );
  112. this.thickTolerance = SSRShader.uniforms.thickTolerance.value;
  113. // beauty render target with depth buffer
  114. var depthTexture = new DepthTexture();
  115. depthTexture.type = UnsignedShortType;
  116. depthTexture.minFilter = NearestFilter;
  117. depthTexture.magFilter = NearestFilter;
  118. this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  119. minFilter: LinearFilter,
  120. magFilter: LinearFilter,
  121. format: RGBAFormat,
  122. depthTexture: depthTexture,
  123. depthBuffer: true
  124. } );
  125. //for bouncing
  126. this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  127. minFilter: LinearFilter,
  128. magFilter: LinearFilter,
  129. format: RGBAFormat,
  130. } );
  131. // normal render target
  132. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  133. minFilter: NearestFilter,
  134. magFilter: NearestFilter,
  135. format: RGBAFormat,
  136. type: HalfFloatType,
  137. } );
  138. // metalness render target
  139. this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  140. minFilter: NearestFilter,
  141. magFilter: NearestFilter,
  142. format: RGBAFormat
  143. } );
  144. // ssr render target
  145. this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  146. minFilter: LinearFilter,
  147. magFilter: LinearFilter,
  148. format: RGBAFormat
  149. } );
  150. this.blurRenderTarget = this.ssrRenderTarget.clone();
  151. this.blurRenderTarget2 = this.ssrRenderTarget.clone();
  152. // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  153. // ssr material
  154. if ( SSRShader === undefined ) {
  155. console.error( 'THREE.SSRPass: The pass relies on SSRShader.' );
  156. }
  157. this.ssrMaterial = new ShaderMaterial( {
  158. defines: Object.assign( {}, SSRShader.defines, {
  159. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  160. } ),
  161. uniforms: UniformsUtils.clone( SSRShader.uniforms ),
  162. vertexShader: SSRShader.vertexShader,
  163. fragmentShader: SSRShader.fragmentShader,
  164. blending: NoBlending
  165. } );
  166. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  167. this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  168. this.ssrMaterial.defines.SELECTIVE = this.selective;
  169. this.ssrMaterial.needsUpdate = true;
  170. this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
  171. this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  172. this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  173. this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  174. this.ssrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  175. this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  176. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  177. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  178. // normal material
  179. this.normalMaterial = new MeshNormalMaterial( { morphTargets } );
  180. this.normalMaterial.blending = NoBlending;
  181. // metalnessOn material
  182. this.metalnessOnMaterial = new MeshBasicMaterial( {
  183. color: 'white'
  184. } );
  185. // metalnessOff material
  186. this.metalnessOffMaterial = new MeshBasicMaterial( {
  187. color: 'black'
  188. } );
  189. // blur material
  190. this.blurMaterial = new ShaderMaterial( {
  191. defines: Object.assign( {}, SSRBlurShader.defines ),
  192. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  193. vertexShader: SSRBlurShader.vertexShader,
  194. fragmentShader: SSRBlurShader.fragmentShader
  195. } );
  196. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  197. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  198. // blur material 2
  199. this.blurMaterial2 = new ShaderMaterial( {
  200. defines: Object.assign( {}, SSRBlurShader.defines ),
  201. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  202. vertexShader: SSRBlurShader.vertexShader,
  203. fragmentShader: SSRBlurShader.fragmentShader
  204. } );
  205. this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  206. this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
  207. // // blur material 3
  208. // this.blurMaterial3 = new ShaderMaterial({
  209. // defines: Object.assign({}, SSRBlurShader.defines),
  210. // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
  211. // vertexShader: SSRBlurShader.vertexShader,
  212. // fragmentShader: SSRBlurShader.fragmentShader
  213. // });
  214. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  215. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  216. // material for rendering the depth
  217. this.depthRenderMaterial = new ShaderMaterial( {
  218. defines: Object.assign( {}, SSRDepthShader.defines ),
  219. uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
  220. vertexShader: SSRDepthShader.vertexShader,
  221. fragmentShader: SSRDepthShader.fragmentShader,
  222. blending: NoBlending
  223. } );
  224. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  225. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  226. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  227. // material for rendering the content of a render target
  228. this.copyMaterial = new ShaderMaterial( {
  229. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  230. vertexShader: CopyShader.vertexShader,
  231. fragmentShader: CopyShader.fragmentShader,
  232. transparent: true,
  233. depthTest: false,
  234. depthWrite: false,
  235. blendSrc: SrcAlphaFactor,
  236. blendDst: OneMinusSrcAlphaFactor,
  237. blendEquation: AddEquation,
  238. blendSrcAlpha: SrcAlphaFactor,
  239. blendDstAlpha: OneMinusSrcAlphaFactor,
  240. blendEquationAlpha: AddEquation,
  241. // premultipliedAlpha:true,
  242. } );
  243. this.fsQuad = new Pass.FullScreenQuad( null );
  244. this.originalClearColor = new Color();
  245. };
  246. SSRPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  247. constructor: SSRPass,
  248. dispose: function () {
  249. // dispose render targets
  250. this.beautyRenderTarget.dispose();
  251. this.prevRenderTarget.dispose();
  252. this.normalRenderTarget.dispose();
  253. this.metalnessRenderTarget.dispose();
  254. this.ssrRenderTarget.dispose();
  255. this.blurRenderTarget.dispose();
  256. this.blurRenderTarget2.dispose();
  257. // this.blurRenderTarget3.dispose();
  258. // dispose materials
  259. this.normalMaterial.dispose();
  260. this.metalnessOnMaterial.dispose();
  261. this.metalnessOffMaterial.dispose();
  262. this.blurMaterial.dispose();
  263. this.blurMaterial2.dispose();
  264. this.copyMaterial.dispose();
  265. this.depthRenderMaterial.dispose();
  266. // dipsose full screen quad
  267. this.fsQuad.dispose();
  268. },
  269. render: function ( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  270. // render beauty and depth
  271. if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
  272. renderer.setRenderTarget( this.beautyRenderTarget );
  273. renderer.clear();
  274. if ( this.groundReflector ) {
  275. this.groundReflector.visible = false;
  276. this.groundReflector.doRender( this.renderer, this.scene, this.camera );
  277. this.groundReflector.visible = true;
  278. }
  279. renderer.render( this.scene, this.camera );
  280. if ( this.groundReflector ) this.groundReflector.visible = false;
  281. // render normals
  282. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
  283. // render metalnesses
  284. if ( this.selective ) {
  285. this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
  286. }
  287. // render SSR
  288. this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
  289. this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  290. this.ssrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  291. this.ssrMaterial.uniforms[ 'thickTolerance' ].value = this.thickTolerance;
  292. this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
  293. // render blur
  294. if ( this.blur ) {
  295. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  296. this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
  297. // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  298. }
  299. // output result to screen
  300. switch ( this.output ) {
  301. case SSRPass.OUTPUT.Default:
  302. if ( this.bouncing ) {
  303. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  304. this.copyMaterial.blending = NoBlending;
  305. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  306. if ( this.blur )
  307. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  308. else
  309. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  310. this.copyMaterial.blending = NormalBlending;
  311. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  312. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  313. this.copyMaterial.blending = NoBlending;
  314. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  315. } else {
  316. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  317. this.copyMaterial.blending = NoBlending;
  318. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  319. if ( this.blur )
  320. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  321. else
  322. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  323. this.copyMaterial.blending = NormalBlending;
  324. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  325. }
  326. break;
  327. case SSRPass.OUTPUT.SSR:
  328. if ( this.blur )
  329. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  330. else
  331. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  332. this.copyMaterial.blending = NoBlending;
  333. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  334. if ( this.bouncing ) {
  335. if ( this.blur )
  336. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  337. else
  338. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  339. this.copyMaterial.blending = NoBlending;
  340. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  341. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  342. this.copyMaterial.blending = NormalBlending;
  343. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  344. }
  345. break;
  346. case SSRPass.OUTPUT.Beauty:
  347. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  348. this.copyMaterial.blending = NoBlending;
  349. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  350. break;
  351. case SSRPass.OUTPUT.Depth:
  352. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  353. break;
  354. case SSRPass.OUTPUT.Normal:
  355. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  356. this.copyMaterial.blending = NoBlending;
  357. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  358. break;
  359. case SSRPass.OUTPUT.Metalness:
  360. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
  361. this.copyMaterial.blending = NoBlending;
  362. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  363. break;
  364. default:
  365. console.warn( 'THREE.SSRPass: Unknown output type.' );
  366. }
  367. },
  368. renderPass: function ( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  369. // save original state
  370. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  371. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  372. var originalAutoClear = renderer.autoClear;
  373. renderer.setRenderTarget( renderTarget );
  374. // setup pass state
  375. renderer.autoClear = false;
  376. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  377. renderer.setClearColor( clearColor );
  378. renderer.setClearAlpha( clearAlpha || 0.0 );
  379. renderer.clear();
  380. }
  381. this.fsQuad.material = passMaterial;
  382. this.fsQuad.render( renderer );
  383. // restore original state
  384. renderer.autoClear = originalAutoClear;
  385. renderer.setClearColor( this.originalClearColor );
  386. renderer.setClearAlpha( originalClearAlpha );
  387. },
  388. renderOverride: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  389. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  390. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  391. var originalAutoClear = renderer.autoClear;
  392. renderer.setRenderTarget( renderTarget );
  393. renderer.autoClear = false;
  394. clearColor = overrideMaterial.clearColor || clearColor;
  395. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  396. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  397. renderer.setClearColor( clearColor );
  398. renderer.setClearAlpha( clearAlpha || 0.0 );
  399. renderer.clear();
  400. }
  401. this.scene.overrideMaterial = overrideMaterial;
  402. renderer.render( this.scene, this.camera );
  403. this.scene.overrideMaterial = null;
  404. // restore original state
  405. renderer.autoClear = originalAutoClear;
  406. renderer.setClearColor( this.originalClearColor );
  407. renderer.setClearAlpha( originalClearAlpha );
  408. },
  409. renderMetalness: function ( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  410. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  411. var originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  412. var originalAutoClear = renderer.autoClear;
  413. renderer.setRenderTarget( renderTarget );
  414. renderer.autoClear = false;
  415. clearColor = overrideMaterial.clearColor || clearColor;
  416. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  417. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  418. renderer.setClearColor( clearColor );
  419. renderer.setClearAlpha( clearAlpha || 0.0 );
  420. renderer.clear();
  421. }
  422. this.scene.traverseVisible( child => {
  423. child._SSRPassBackupMaterial = child.material;
  424. if ( this._selects.includes( child ) ) {
  425. child.material = this.metalnessOnMaterial;
  426. } else {
  427. child.material = this.metalnessOffMaterial;
  428. }
  429. } );
  430. renderer.render( this.scene, this.camera );
  431. this.scene.traverseVisible( child => {
  432. child.material = child._SSRPassBackupMaterial;
  433. } );
  434. // restore original state
  435. renderer.autoClear = originalAutoClear;
  436. renderer.setClearColor( this.originalClearColor );
  437. renderer.setClearAlpha( originalClearAlpha );
  438. },
  439. setSize: function ( width, height ) {
  440. this.width = width;
  441. this.height = height;
  442. this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  443. this.ssrMaterial.needsUpdate = true;
  444. this.beautyRenderTarget.setSize( width, height );
  445. this.prevRenderTarget.setSize( width, height );
  446. this.ssrRenderTarget.setSize( width, height );
  447. this.normalRenderTarget.setSize( width, height );
  448. this.metalnessRenderTarget.setSize( width, height );
  449. this.blurRenderTarget.setSize( width, height );
  450. this.blurRenderTarget2.setSize( width, height );
  451. // this.blurRenderTarget3.setSize(width, height);
  452. this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  453. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  454. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  455. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  456. this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
  457. },
  458. } );
  459. SSRPass.OUTPUT = {
  460. 'Default': 0,
  461. 'SSR': 1,
  462. 'Beauty': 3,
  463. 'Depth': 4,
  464. 'Normal': 5,
  465. 'Metalness': 7,
  466. };
  467. export { SSRPass };