SSRPass.js 18 KB

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