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