SSRrPass.js 16 KB

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  1. ( function () {
  2. class SSRrPass extends THREE.Pass {
  3. constructor( {
  4. renderer,
  5. scene,
  6. camera,
  7. width,
  8. height,
  9. selects,
  10. encoding,
  11. morphTargets = false
  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.output = 0; // this.output = 1;
  21. this.ior = THREE.SSRrShader.uniforms.ior.value;
  22. this.maxDistance = THREE.SSRrShader.uniforms.maxDistance.value;
  23. this.surfDist = THREE.SSRrShader.uniforms.surfDist.value;
  24. this.encoding = encoding;
  25. this.tempColor = new THREE.Color();
  26. this.selects = selects;
  27. this._specular = THREE.SSRrShader.defines.SPECULAR;
  28. Object.defineProperty( this, 'specular', {
  29. get() {
  30. return this._specular;
  31. },
  32. set( val ) {
  33. if ( this._specular === val ) return;
  34. this._specular = val;
  35. this.ssrrMaterial.defines.SPECULAR = val;
  36. this.ssrrMaterial.needsUpdate = true;
  37. }
  38. } );
  39. this._fillHole = THREE.SSRrShader.defines.FILL_HOLE;
  40. Object.defineProperty( this, 'fillHole', {
  41. get() {
  42. return this._fillHole;
  43. },
  44. set( val ) {
  45. if ( this._fillHole === val ) return;
  46. this._fillHole = val;
  47. this.ssrrMaterial.defines.FILL_HOLE = val;
  48. this.ssrrMaterial.needsUpdate = true;
  49. }
  50. } );
  51. this._infiniteThick = THREE.SSRrShader.defines.INFINITE_THICK;
  52. Object.defineProperty( this, 'infiniteThick', {
  53. get() {
  54. return this._infiniteThick;
  55. },
  56. set( val ) {
  57. if ( this._infiniteThick === val ) return;
  58. this._infiniteThick = val;
  59. this.ssrrMaterial.defines.INFINITE_THICK = val;
  60. this.ssrrMaterial.needsUpdate = true;
  61. }
  62. } ); // beauty render target with depth buffer
  63. const depthTexture = new THREE.DepthTexture();
  64. depthTexture.type = THREE.UnsignedShortType;
  65. depthTexture.minFilter = THREE.NearestFilter;
  66. depthTexture.magFilter = THREE.NearestFilter;
  67. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  68. minFilter: THREE.NearestFilter,
  69. magFilter: THREE.NearestFilter,
  70. format: THREE.RGBAFormat,
  71. depthTexture: depthTexture,
  72. depthBuffer: true
  73. } );
  74. this.specularRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  75. // TODO: Can merge with refractiveRenderTarget?
  76. minFilter: THREE.NearestFilter,
  77. magFilter: THREE.NearestFilter,
  78. format: THREE.RGBAFormat
  79. } ); // normalSelects render target
  80. const depthTextureSelects = new THREE.DepthTexture();
  81. depthTextureSelects.type = THREE.UnsignedShortType;
  82. depthTextureSelects.minFilter = THREE.NearestFilter;
  83. depthTextureSelects.magFilter = THREE.NearestFilter;
  84. this.normalSelectsRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  85. minFilter: THREE.NearestFilter,
  86. magFilter: THREE.NearestFilter,
  87. format: THREE.RGBAFormat,
  88. type: THREE.HalfFloatType,
  89. depthTexture: depthTextureSelects,
  90. depthBuffer: true
  91. } ); // refractive render target
  92. this.refractiveRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  93. minFilter: THREE.NearestFilter,
  94. magFilter: THREE.NearestFilter,
  95. format: THREE.RGBAFormat
  96. } ); // ssrr render target
  97. this.ssrrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  98. minFilter: THREE.NearestFilter,
  99. magFilter: THREE.NearestFilter,
  100. format: THREE.RGBAFormat
  101. } ); // ssrr material
  102. if ( THREE.SSRrShader === undefined ) {
  103. console.error( 'THREE.SSRrPass: The pass relies on THREE.SSRrShader.' );
  104. }
  105. this.ssrrMaterial = new THREE.ShaderMaterial( {
  106. defines: Object.assign( {}, THREE.SSRrShader.defines, {
  107. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  108. } ),
  109. uniforms: THREE.UniformsUtils.clone( THREE.SSRrShader.uniforms ),
  110. vertexShader: THREE.SSRrShader.vertexShader,
  111. fragmentShader: THREE.SSRrShader.fragmentShader,
  112. blending: THREE.NoBlending
  113. } );
  114. this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  115. this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
  116. this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;
  117. this.ssrrMaterial.needsUpdate = true;
  118. this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;
  119. this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  120. this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;
  121. this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  122. this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  123. this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  124. this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  125. this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); // normal material
  126. this.normalMaterial = new THREE.MeshNormalMaterial( {
  127. morphTargets
  128. } );
  129. this.normalMaterial.blending = THREE.NoBlending; // refractiveOn material
  130. this.refractiveOnMaterial = new THREE.MeshBasicMaterial( {
  131. color: 'white'
  132. } ); // refractiveOff material
  133. this.refractiveOffMaterial = new THREE.MeshBasicMaterial( {
  134. color: 'black'
  135. } ); // specular material
  136. this.specularMaterial = new THREE.MeshStandardMaterial( {
  137. color: 'black',
  138. metalness: 0,
  139. roughness: .2
  140. } ); // material for rendering the depth
  141. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  142. defines: Object.assign( {}, THREE.SSRrDepthShader.defines ),
  143. uniforms: THREE.UniformsUtils.clone( THREE.SSRrDepthShader.uniforms ),
  144. vertexShader: THREE.SSRrDepthShader.vertexShader,
  145. fragmentShader: THREE.SSRrDepthShader.fragmentShader,
  146. blending: THREE.NoBlending
  147. } );
  148. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  149. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  150. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; // material for rendering the content of a render target
  151. this.copyMaterial = new THREE.ShaderMaterial( {
  152. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  153. vertexShader: THREE.CopyShader.vertexShader,
  154. fragmentShader: THREE.CopyShader.fragmentShader,
  155. transparent: true,
  156. depthTest: false,
  157. depthWrite: false,
  158. blendSrc: THREE.SrcAlphaFactor,
  159. blendDst: THREE.OneMinusSrcAlphaFactor,
  160. blendEquation: THREE.AddEquation,
  161. blendSrcAlpha: THREE.SrcAlphaFactor,
  162. blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
  163. blendEquationAlpha: THREE.AddEquation // premultipliedAlpha:true,
  164. } );
  165. this.fsQuad = new THREE.FullScreenQuad( null );
  166. this.originalClearColor = new THREE.Color();
  167. }
  168. dispose() {
  169. // dispose render targets
  170. this.beautyRenderTarget.dispose();
  171. this.specularRenderTarget.dispose();
  172. this.normalSelectsRenderTarget.dispose();
  173. this.refractiveRenderTarget.dispose();
  174. this.ssrrRenderTarget.dispose(); // dispose materials
  175. this.normalMaterial.dispose();
  176. this.refractiveOnMaterial.dispose();
  177. this.refractiveOffMaterial.dispose();
  178. this.copyMaterial.dispose();
  179. this.depthRenderMaterial.dispose(); // dipsose full screen quad
  180. this.fsQuad.dispose();
  181. }
  182. render( renderer, writeBuffer
  183. /*, readBuffer, deltaTime, maskActive */
  184. ) {
  185. // render beauty and depth
  186. if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
  187. renderer.setRenderTarget( this.beautyRenderTarget );
  188. renderer.clear();
  189. this.scene.children.forEach( child => {
  190. if ( this.selects.includes( child ) ) {
  191. child.visible = false;
  192. } else {
  193. child.visible = true;
  194. }
  195. } );
  196. renderer.render( this.scene, this.camera );
  197. renderer.setRenderTarget( this.specularRenderTarget );
  198. renderer.clear();
  199. this.scene.children.forEach( child => {
  200. if ( this.selects.includes( child ) ) {
  201. child.visible = true;
  202. child._SSRrPassBackupMaterial = child.material;
  203. child.material = this.specularMaterial;
  204. } else if ( ! child.isLight ) {
  205. child.visible = false;
  206. }
  207. } );
  208. renderer.render( this.scene, this.camera );
  209. this.scene.children.forEach( child => {
  210. if ( this.selects.includes( child ) ) {
  211. child.material = child._SSRrPassBackupMaterial;
  212. }
  213. } ); // render normalSelectss
  214. this.scene.children.forEach( child => {
  215. if ( this.selects.includes( child ) ) {
  216. child.visible = true;
  217. } else {
  218. child.visible = false;
  219. }
  220. } );
  221. this.renderOverride( renderer, this.normalMaterial, this.normalSelectsRenderTarget, 0, 0 );
  222. this.renderRefractive( renderer, this.refractiveOnMaterial, this.refractiveRenderTarget, 0, 0 ); // render SSRr
  223. this.ssrrMaterial.uniforms[ 'ior' ].value = this.ior;
  224. this.ssrrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  225. this.ssrrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  226. this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
  227. this.renderPass( renderer, this.ssrrMaterial, this.ssrrRenderTarget ); // output result to screen
  228. switch ( this.output ) {
  229. case SSRrPass.OUTPUT.Default:
  230. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  231. this.copyMaterial.blending = THREE.NoBlending;
  232. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  233. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
  234. this.copyMaterial.blending = THREE.NormalBlending;
  235. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  236. break;
  237. case SSRrPass.OUTPUT.SSRr:
  238. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
  239. this.copyMaterial.blending = THREE.NoBlending;
  240. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  241. break;
  242. case SSRrPass.OUTPUT.Beauty:
  243. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  244. this.copyMaterial.blending = THREE.NoBlending;
  245. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  246. break;
  247. case SSRrPass.OUTPUT.Depth:
  248. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  249. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  250. break;
  251. case SSRrPass.OUTPUT.DepthSelects:
  252. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalSelectsRenderTarget.depthTexture;
  253. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  254. break;
  255. case SSRrPass.OUTPUT.NormalSelects:
  256. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalSelectsRenderTarget.texture;
  257. this.copyMaterial.blending = THREE.NoBlending;
  258. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  259. break;
  260. case SSRrPass.OUTPUT.Refractive:
  261. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.refractiveRenderTarget.texture;
  262. this.copyMaterial.blending = THREE.NoBlending;
  263. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  264. break;
  265. case SSRrPass.OUTPUT.Specular:
  266. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.specularRenderTarget.texture;
  267. this.copyMaterial.blending = THREE.NoBlending;
  268. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  269. break;
  270. default:
  271. console.warn( 'THREE.SSRrPass: Unknown output type.' );
  272. }
  273. }
  274. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  275. // save original state
  276. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  277. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  278. const originalAutoClear = renderer.autoClear;
  279. renderer.setRenderTarget( renderTarget ); // setup pass state
  280. renderer.autoClear = false;
  281. if ( clearColor !== undefined && clearColor !== null ) {
  282. renderer.setClearColor( clearColor );
  283. renderer.setClearAlpha( clearAlpha || 0.0 );
  284. renderer.clear();
  285. }
  286. this.fsQuad.material = passMaterial;
  287. this.fsQuad.render( renderer ); // restore original state
  288. renderer.autoClear = originalAutoClear;
  289. renderer.setClearColor( this.originalClearColor );
  290. renderer.setClearAlpha( originalClearAlpha );
  291. }
  292. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  293. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  294. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  295. const originalAutoClear = renderer.autoClear;
  296. renderer.setRenderTarget( renderTarget );
  297. renderer.autoClear = false;
  298. clearColor = overrideMaterial.clearColor || clearColor;
  299. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  300. if ( clearColor !== undefined && clearColor !== null ) {
  301. renderer.setClearColor( clearColor );
  302. renderer.setClearAlpha( clearAlpha || 0.0 );
  303. renderer.clear();
  304. }
  305. this.scene.overrideMaterial = overrideMaterial;
  306. renderer.render( this.scene, this.camera );
  307. this.scene.overrideMaterial = null; // restore original state
  308. renderer.autoClear = originalAutoClear;
  309. renderer.setClearColor( this.originalClearColor );
  310. renderer.setClearAlpha( originalClearAlpha );
  311. }
  312. renderRefractive( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  313. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  314. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  315. const originalAutoClear = renderer.autoClear;
  316. renderer.setRenderTarget( renderTarget );
  317. renderer.autoClear = false;
  318. clearColor = overrideMaterial.clearColor || clearColor;
  319. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  320. if ( clearColor !== undefined && clearColor !== null ) {
  321. renderer.setClearColor( clearColor );
  322. renderer.setClearAlpha( clearAlpha || 0.0 );
  323. renderer.clear();
  324. }
  325. this.scene.children.forEach( child => {
  326. child.visible = true;
  327. } );
  328. this.scene.traverse( child => {
  329. child._SSRrPassBackupMaterial = child.material;
  330. if ( this.selects.includes( child ) ) {
  331. child.material = this.refractiveOnMaterial;
  332. } else {
  333. child.material = this.refractiveOffMaterial;
  334. }
  335. } );
  336. this.scene._SSRrPassBackupBackground = this.scene.background;
  337. this.scene.background = null;
  338. this.scene._SSRrPassBackupFog = this.scene.fog;
  339. this.scene.fog = null;
  340. renderer.render( this.scene, this.camera );
  341. this.scene.fog = this.scene._SSRrPassBackupFog;
  342. this.scene.background = this.scene._SSRrPassBackupBackground;
  343. this.scene.traverse( child => {
  344. child.material = child._SSRrPassBackupMaterial;
  345. } ); // restore original state
  346. renderer.autoClear = originalAutoClear;
  347. renderer.setClearColor( this.originalClearColor );
  348. renderer.setClearAlpha( originalClearAlpha );
  349. }
  350. setSize( width, height ) {
  351. this.width = width;
  352. this.height = height;
  353. this.ssrrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  354. this.ssrrMaterial.needsUpdate = true;
  355. this.beautyRenderTarget.setSize( width, height );
  356. this.specularRenderTarget.setSize( width, height );
  357. this.ssrrRenderTarget.setSize( width, height );
  358. this.normalSelectsRenderTarget.setSize( width, height );
  359. this.refractiveRenderTarget.setSize( width, height );
  360. this.ssrrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  361. this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  362. this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  363. }
  364. }
  365. SSRrPass.OUTPUT = {
  366. 'Default': 0,
  367. 'SSRr': 1,
  368. 'Beauty': 3,
  369. 'Depth': 4,
  370. 'DepthSelects': 9,
  371. 'NormalSelects': 5,
  372. 'Refractive': 7,
  373. 'Specular': 8
  374. };
  375. THREE.SSRrPass = SSRrPass;
  376. } )();