SSRPass.js 18 KB

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