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. } );
  98. // beauty render target with depth buffer
  99. const depthTexture = new THREE.DepthTexture();
  100. depthTexture.type = THREE.UnsignedShortType;
  101. depthTexture.minFilter = THREE.NearestFilter;
  102. depthTexture.magFilter = THREE.NearestFilter;
  103. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  104. minFilter: THREE.NearestFilter,
  105. magFilter: THREE.NearestFilter,
  106. depthTexture: depthTexture,
  107. depthBuffer: true
  108. } );
  109. //for bouncing
  110. this.prevRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  111. minFilter: THREE.NearestFilter,
  112. magFilter: THREE.NearestFilter
  113. } );
  114. // normal render target
  115. this.normalRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  116. minFilter: THREE.NearestFilter,
  117. magFilter: THREE.NearestFilter,
  118. type: THREE.HalfFloatType
  119. } );
  120. // metalness render target
  121. this.metalnessRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  122. minFilter: THREE.NearestFilter,
  123. magFilter: THREE.NearestFilter
  124. } );
  125. // ssr render target
  126. this.ssrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  127. minFilter: THREE.NearestFilter,
  128. magFilter: THREE.NearestFilter
  129. } );
  130. this.blurRenderTarget = this.ssrRenderTarget.clone();
  131. this.blurRenderTarget2 = this.ssrRenderTarget.clone();
  132. // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  133. // ssr material
  134. if ( THREE.SSRShader === undefined ) {
  135. console.error( 'THREE.SSRPass: The pass relies on THREE.SSRShader.' );
  136. }
  137. this.ssrMaterial = new THREE.ShaderMaterial( {
  138. defines: Object.assign( {}, THREE.SSRShader.defines, {
  139. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  140. } ),
  141. uniforms: THREE.UniformsUtils.clone( THREE.SSRShader.uniforms ),
  142. vertexShader: THREE.SSRShader.vertexShader,
  143. fragmentShader: THREE.SSRShader.fragmentShader,
  144. blending: THREE.NoBlending
  145. } );
  146. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  147. this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  148. this.ssrMaterial.defines.SELECTIVE = this.selective;
  149. this.ssrMaterial.needsUpdate = true;
  150. this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
  151. this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  152. this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  153. this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  154. this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
  155. this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  156. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  157. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  158. // normal material
  159. this.normalMaterial = new THREE.MeshNormalMaterial();
  160. this.normalMaterial.blending = THREE.NoBlending;
  161. // metalnessOn material
  162. this.metalnessOnMaterial = new THREE.MeshBasicMaterial( {
  163. color: 'white'
  164. } );
  165. // metalnessOff material
  166. this.metalnessOffMaterial = new THREE.MeshBasicMaterial( {
  167. color: 'black'
  168. } );
  169. // blur material
  170. this.blurMaterial = new THREE.ShaderMaterial( {
  171. defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
  172. uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
  173. vertexShader: THREE.SSRBlurShader.vertexShader,
  174. fragmentShader: THREE.SSRBlurShader.fragmentShader
  175. } );
  176. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  177. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  178. // blur material 2
  179. this.blurMaterial2 = new THREE.ShaderMaterial( {
  180. defines: Object.assign( {}, THREE.SSRBlurShader.defines ),
  181. uniforms: THREE.UniformsUtils.clone( THREE.SSRBlurShader.uniforms ),
  182. vertexShader: THREE.SSRBlurShader.vertexShader,
  183. fragmentShader: THREE.SSRBlurShader.fragmentShader
  184. } );
  185. this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  186. this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
  187. // // blur material 3
  188. // this.blurMaterial3 = new THREE.ShaderMaterial({
  189. // defines: Object.assign({}, THREE.SSRBlurShader.defines),
  190. // uniforms: THREE.UniformsUtils.clone(THREE.SSRBlurShader.uniforms),
  191. // vertexShader: THREE.SSRBlurShader.vertexShader,
  192. // fragmentShader: THREE.SSRBlurShader.fragmentShader
  193. // });
  194. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  195. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  196. // material for rendering the depth
  197. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  198. defines: Object.assign( {}, THREE.SSRDepthShader.defines ),
  199. uniforms: THREE.UniformsUtils.clone( THREE.SSRDepthShader.uniforms ),
  200. vertexShader: THREE.SSRDepthShader.vertexShader,
  201. fragmentShader: THREE.SSRDepthShader.fragmentShader,
  202. blending: THREE.NoBlending
  203. } );
  204. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  205. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  206. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  207. // material for rendering the content of a render target
  208. this.copyMaterial = new THREE.ShaderMaterial( {
  209. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  210. vertexShader: THREE.CopyShader.vertexShader,
  211. fragmentShader: THREE.CopyShader.fragmentShader,
  212. transparent: true,
  213. depthTest: false,
  214. depthWrite: false,
  215. blendSrc: THREE.SrcAlphaFactor,
  216. blendDst: THREE.OneMinusSrcAlphaFactor,
  217. blendEquation: THREE.AddEquation,
  218. blendSrcAlpha: THREE.SrcAlphaFactor,
  219. blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
  220. blendEquationAlpha: THREE.AddEquation
  221. // premultipliedAlpha:true,
  222. } );
  223. this.fsQuad = new THREE.FullScreenQuad( null );
  224. this.originalClearColor = new THREE.Color();
  225. }
  226. dispose() {
  227. // dispose render targets
  228. this.beautyRenderTarget.dispose();
  229. this.prevRenderTarget.dispose();
  230. this.normalRenderTarget.dispose();
  231. this.metalnessRenderTarget.dispose();
  232. this.ssrRenderTarget.dispose();
  233. this.blurRenderTarget.dispose();
  234. this.blurRenderTarget2.dispose();
  235. // this.blurRenderTarget3.dispose();
  236. // dispose materials
  237. this.normalMaterial.dispose();
  238. this.metalnessOnMaterial.dispose();
  239. this.metalnessOffMaterial.dispose();
  240. this.blurMaterial.dispose();
  241. this.blurMaterial2.dispose();
  242. this.copyMaterial.dispose();
  243. this.depthRenderMaterial.dispose();
  244. // dipsose full screen quad
  245. this.fsQuad.dispose();
  246. }
  247. render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  248. // render beauty and depth
  249. renderer.setRenderTarget( this.beautyRenderTarget );
  250. renderer.clear();
  251. if ( this.groundReflector ) {
  252. this.groundReflector.visible = false;
  253. this.groundReflector.doRender( this.renderer, this.scene, this.camera );
  254. this.groundReflector.visible = true;
  255. }
  256. renderer.render( this.scene, this.camera );
  257. if ( this.groundReflector ) this.groundReflector.visible = false;
  258. // render normals
  259. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
  260. // render metalnesses
  261. if ( this.selective ) {
  262. this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
  263. }
  264. // render SSR
  265. this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
  266. this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  267. this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
  268. this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
  269. // render blur
  270. if ( this.blur ) {
  271. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  272. this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
  273. // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  274. }
  275. // output result to screen
  276. switch ( this.output ) {
  277. case SSRPass.OUTPUT.Default:
  278. if ( this.bouncing ) {
  279. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  280. this.copyMaterial.blending = THREE.NoBlending;
  281. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  282. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  283. this.copyMaterial.blending = THREE.NormalBlending;
  284. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  285. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  286. this.copyMaterial.blending = THREE.NoBlending;
  287. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  288. } else {
  289. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  290. this.copyMaterial.blending = THREE.NoBlending;
  291. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  292. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  293. this.copyMaterial.blending = THREE.NormalBlending;
  294. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  295. }
  296. break;
  297. case SSRPass.OUTPUT.SSR:
  298. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  299. this.copyMaterial.blending = THREE.NoBlending;
  300. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  301. if ( this.bouncing ) {
  302. if ( this.blur ) this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; else this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  303. this.copyMaterial.blending = THREE.NoBlending;
  304. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  305. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  306. this.copyMaterial.blending = THREE.NormalBlending;
  307. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  308. }
  309. break;
  310. case SSRPass.OUTPUT.Beauty:
  311. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  312. this.copyMaterial.blending = THREE.NoBlending;
  313. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  314. break;
  315. case SSRPass.OUTPUT.Depth:
  316. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  317. break;
  318. case SSRPass.OUTPUT.Normal:
  319. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  320. this.copyMaterial.blending = THREE.NoBlending;
  321. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  322. break;
  323. case SSRPass.OUTPUT.Metalness:
  324. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
  325. this.copyMaterial.blending = THREE.NoBlending;
  326. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  327. break;
  328. default:
  329. console.warn( 'THREE.SSRPass: Unknown output type.' );
  330. }
  331. }
  332. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  333. // save original state
  334. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  335. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  336. const originalAutoClear = renderer.autoClear;
  337. renderer.setRenderTarget( renderTarget );
  338. // setup pass state
  339. renderer.autoClear = false;
  340. if ( clearColor !== undefined && clearColor !== null ) {
  341. renderer.setClearColor( clearColor );
  342. renderer.setClearAlpha( clearAlpha || 0.0 );
  343. renderer.clear();
  344. }
  345. this.fsQuad.material = passMaterial;
  346. this.fsQuad.render( renderer );
  347. // restore original state
  348. renderer.autoClear = originalAutoClear;
  349. renderer.setClearColor( this.originalClearColor );
  350. renderer.setClearAlpha( originalClearAlpha );
  351. }
  352. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  353. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  354. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  355. const originalAutoClear = renderer.autoClear;
  356. renderer.setRenderTarget( renderTarget );
  357. renderer.autoClear = false;
  358. clearColor = overrideMaterial.clearColor || clearColor;
  359. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  360. if ( clearColor !== undefined && clearColor !== null ) {
  361. renderer.setClearColor( clearColor );
  362. renderer.setClearAlpha( clearAlpha || 0.0 );
  363. renderer.clear();
  364. }
  365. this.scene.overrideMaterial = overrideMaterial;
  366. renderer.render( this.scene, this.camera );
  367. this.scene.overrideMaterial = null;
  368. // restore original state
  369. renderer.autoClear = originalAutoClear;
  370. renderer.setClearColor( this.originalClearColor );
  371. renderer.setClearAlpha( originalClearAlpha );
  372. }
  373. renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  374. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  375. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  376. const originalAutoClear = renderer.autoClear;
  377. renderer.setRenderTarget( renderTarget );
  378. renderer.autoClear = false;
  379. clearColor = overrideMaterial.clearColor || clearColor;
  380. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  381. if ( clearColor !== undefined && clearColor !== null ) {
  382. renderer.setClearColor( clearColor );
  383. renderer.setClearAlpha( clearAlpha || 0.0 );
  384. renderer.clear();
  385. }
  386. this.scene.traverseVisible( child => {
  387. child._SSRPassBackupMaterial = child.material;
  388. if ( this._selects.includes( child ) ) {
  389. child.material = this.metalnessOnMaterial;
  390. } else {
  391. child.material = this.metalnessOffMaterial;
  392. }
  393. } );
  394. renderer.render( this.scene, this.camera );
  395. this.scene.traverseVisible( child => {
  396. child.material = child._SSRPassBackupMaterial;
  397. } );
  398. // restore original state
  399. renderer.autoClear = originalAutoClear;
  400. renderer.setClearColor( this.originalClearColor );
  401. renderer.setClearAlpha( originalClearAlpha );
  402. }
  403. setSize( width, height ) {
  404. this.width = width;
  405. this.height = height;
  406. this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  407. this.ssrMaterial.needsUpdate = true;
  408. this.beautyRenderTarget.setSize( width, height );
  409. this.prevRenderTarget.setSize( width, height );
  410. this.ssrRenderTarget.setSize( width, height );
  411. this.normalRenderTarget.setSize( width, height );
  412. this.metalnessRenderTarget.setSize( width, height );
  413. this.blurRenderTarget.setSize( width, height );
  414. this.blurRenderTarget2.setSize( width, height );
  415. // this.blurRenderTarget3.setSize(width, height);
  416. this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  417. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  418. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  419. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  420. this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
  421. }
  422. }
  423. SSRPass.OUTPUT = {
  424. 'Default': 0,
  425. 'SSR': 1,
  426. 'Beauty': 3,
  427. 'Depth': 4,
  428. 'Normal': 5,
  429. 'Metalness': 7
  430. };
  431. THREE.SSRPass = SSRPass;
  432. } )();