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. } ) {
  12. super();
  13. this.width = width !== undefined ? width : 512;
  14. this.height = height !== undefined ? height : 512;
  15. this.clear = true;
  16. this.renderer = renderer;
  17. this.scene = scene;
  18. this.camera = camera;
  19. this.output = 0; // this.output = 1;
  20. this.ior = THREE.SSRrShader.uniforms.ior.value;
  21. this.maxDistance = THREE.SSRrShader.uniforms.maxDistance.value;
  22. this.surfDist = THREE.SSRrShader.uniforms.surfDist.value;
  23. this.encoding = encoding;
  24. this.tempColor = new THREE.Color();
  25. this.selects = selects;
  26. this._specular = THREE.SSRrShader.defines.SPECULAR;
  27. Object.defineProperty( this, 'specular', {
  28. get() {
  29. return this._specular;
  30. },
  31. set( val ) {
  32. if ( this._specular === val ) return;
  33. this._specular = val;
  34. this.ssrrMaterial.defines.SPECULAR = val;
  35. this.ssrrMaterial.needsUpdate = true;
  36. }
  37. } );
  38. this._fillHole = THREE.SSRrShader.defines.FILL_HOLE;
  39. Object.defineProperty( this, 'fillHole', {
  40. get() {
  41. return this._fillHole;
  42. },
  43. set( val ) {
  44. if ( this._fillHole === val ) return;
  45. this._fillHole = val;
  46. this.ssrrMaterial.defines.FILL_HOLE = val;
  47. this.ssrrMaterial.needsUpdate = true;
  48. }
  49. } );
  50. this._infiniteThick = THREE.SSRrShader.defines.INFINITE_THICK;
  51. Object.defineProperty( this, 'infiniteThick', {
  52. get() {
  53. return this._infiniteThick;
  54. },
  55. set( val ) {
  56. if ( this._infiniteThick === val ) return;
  57. this._infiniteThick = val;
  58. this.ssrrMaterial.defines.INFINITE_THICK = val;
  59. this.ssrrMaterial.needsUpdate = true;
  60. }
  61. } ); // beauty render target with depth buffer
  62. const depthTexture = new THREE.DepthTexture();
  63. depthTexture.type = THREE.UnsignedShortType;
  64. depthTexture.minFilter = THREE.NearestFilter;
  65. depthTexture.magFilter = THREE.NearestFilter;
  66. this.beautyRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  67. minFilter: THREE.NearestFilter,
  68. magFilter: THREE.NearestFilter,
  69. format: THREE.RGBAFormat,
  70. depthTexture: depthTexture,
  71. depthBuffer: true
  72. } );
  73. this.specularRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  74. // TODO: Can merge with refractiveRenderTarget?
  75. minFilter: THREE.NearestFilter,
  76. magFilter: THREE.NearestFilter,
  77. format: THREE.RGBAFormat
  78. } ); // normalSelects render target
  79. const depthTextureSelects = new THREE.DepthTexture();
  80. depthTextureSelects.type = THREE.UnsignedShortType;
  81. depthTextureSelects.minFilter = THREE.NearestFilter;
  82. depthTextureSelects.magFilter = THREE.NearestFilter;
  83. this.normalSelectsRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  84. minFilter: THREE.NearestFilter,
  85. magFilter: THREE.NearestFilter,
  86. format: THREE.RGBAFormat,
  87. type: THREE.HalfFloatType,
  88. depthTexture: depthTextureSelects,
  89. depthBuffer: true
  90. } ); // refractive render target
  91. this.refractiveRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  92. minFilter: THREE.NearestFilter,
  93. magFilter: THREE.NearestFilter,
  94. format: THREE.RGBAFormat
  95. } ); // ssrr render target
  96. this.ssrrRenderTarget = new THREE.WebGLRenderTarget( this.width, this.height, {
  97. minFilter: THREE.NearestFilter,
  98. magFilter: THREE.NearestFilter,
  99. format: THREE.RGBAFormat
  100. } ); // ssrr material
  101. if ( THREE.SSRrShader === undefined ) {
  102. console.error( 'THREE.SSRrPass: The pass relies on THREE.SSRrShader.' );
  103. }
  104. this.ssrrMaterial = new THREE.ShaderMaterial( {
  105. defines: Object.assign( {}, THREE.SSRrShader.defines, {
  106. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  107. } ),
  108. uniforms: THREE.UniformsUtils.clone( THREE.SSRrShader.uniforms ),
  109. vertexShader: THREE.SSRrShader.vertexShader,
  110. fragmentShader: THREE.SSRrShader.fragmentShader,
  111. blending: THREE.NoBlending
  112. } );
  113. this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  114. this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
  115. this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;
  116. this.ssrrMaterial.needsUpdate = true;
  117. this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;
  118. this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  119. this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;
  120. this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  121. this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  122. this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  123. this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  124. this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); // normal material
  125. this.normalMaterial = new THREE.MeshNormalMaterial();
  126. this.normalMaterial.blending = THREE.NoBlending; // refractiveOn material
  127. this.refractiveOnMaterial = new THREE.MeshBasicMaterial( {
  128. color: 'white'
  129. } ); // refractiveOff material
  130. this.refractiveOffMaterial = new THREE.MeshBasicMaterial( {
  131. color: 'black'
  132. } ); // specular material
  133. this.specularMaterial = new THREE.MeshStandardMaterial( {
  134. color: 'black',
  135. metalness: 0,
  136. roughness: .2
  137. } ); // material for rendering the depth
  138. this.depthRenderMaterial = new THREE.ShaderMaterial( {
  139. defines: Object.assign( {}, THREE.SSRrDepthShader.defines ),
  140. uniforms: THREE.UniformsUtils.clone( THREE.SSRrDepthShader.uniforms ),
  141. vertexShader: THREE.SSRrDepthShader.vertexShader,
  142. fragmentShader: THREE.SSRrDepthShader.fragmentShader,
  143. blending: THREE.NoBlending
  144. } );
  145. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  146. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  147. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; // material for rendering the content of a render target
  148. this.copyMaterial = new THREE.ShaderMaterial( {
  149. uniforms: THREE.UniformsUtils.clone( THREE.CopyShader.uniforms ),
  150. vertexShader: THREE.CopyShader.vertexShader,
  151. fragmentShader: THREE.CopyShader.fragmentShader,
  152. transparent: true,
  153. depthTest: false,
  154. depthWrite: false,
  155. blendSrc: THREE.SrcAlphaFactor,
  156. blendDst: THREE.OneMinusSrcAlphaFactor,
  157. blendEquation: THREE.AddEquation,
  158. blendSrcAlpha: THREE.SrcAlphaFactor,
  159. blendDstAlpha: THREE.OneMinusSrcAlphaFactor,
  160. blendEquationAlpha: THREE.AddEquation // premultipliedAlpha:true,
  161. } );
  162. this.fsQuad = new THREE.FullScreenQuad( null );
  163. this.originalClearColor = new THREE.Color();
  164. }
  165. dispose() {
  166. // dispose render targets
  167. this.beautyRenderTarget.dispose();
  168. this.specularRenderTarget.dispose();
  169. this.normalSelectsRenderTarget.dispose();
  170. this.refractiveRenderTarget.dispose();
  171. this.ssrrRenderTarget.dispose(); // dispose materials
  172. this.normalMaterial.dispose();
  173. this.refractiveOnMaterial.dispose();
  174. this.refractiveOffMaterial.dispose();
  175. this.copyMaterial.dispose();
  176. this.depthRenderMaterial.dispose(); // dipsose full screen quad
  177. this.fsQuad.dispose();
  178. }
  179. render( renderer, writeBuffer
  180. /*, readBuffer, deltaTime, maskActive */
  181. ) {
  182. // render beauty and depth
  183. if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
  184. renderer.setRenderTarget( this.beautyRenderTarget );
  185. renderer.clear();
  186. this.scene.children.forEach( child => {
  187. if ( this.selects.includes( child ) ) {
  188. child.visible = false;
  189. } else {
  190. child.visible = true;
  191. }
  192. } );
  193. renderer.render( this.scene, this.camera );
  194. renderer.setRenderTarget( this.specularRenderTarget );
  195. renderer.clear();
  196. this.scene.children.forEach( child => {
  197. if ( this.selects.includes( child ) ) {
  198. child.visible = true;
  199. child._SSRrPassBackupMaterial = child.material;
  200. child.material = this.specularMaterial;
  201. } else if ( ! child.isLight ) {
  202. child.visible = false;
  203. }
  204. } );
  205. renderer.render( this.scene, this.camera );
  206. this.scene.children.forEach( child => {
  207. if ( this.selects.includes( child ) ) {
  208. child.material = child._SSRrPassBackupMaterial;
  209. }
  210. } ); // render normalSelectss
  211. this.scene.children.forEach( child => {
  212. if ( this.selects.includes( child ) ) {
  213. child.visible = true;
  214. } else {
  215. child.visible = false;
  216. }
  217. } );
  218. this.renderOverride( renderer, this.normalMaterial, this.normalSelectsRenderTarget, 0, 0 );
  219. this.renderRefractive( renderer, this.refractiveOnMaterial, this.refractiveRenderTarget, 0, 0 ); // render SSRr
  220. this.ssrrMaterial.uniforms[ 'ior' ].value = this.ior;
  221. this.ssrrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  222. this.ssrrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
  223. this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
  224. this.renderPass( renderer, this.ssrrMaterial, this.ssrrRenderTarget ); // output result to screen
  225. switch ( this.output ) {
  226. case SSRrPass.OUTPUT.Default:
  227. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  228. this.copyMaterial.blending = THREE.NoBlending;
  229. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  230. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
  231. this.copyMaterial.blending = THREE.NormalBlending;
  232. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  233. break;
  234. case SSRrPass.OUTPUT.SSRr:
  235. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
  236. this.copyMaterial.blending = THREE.NoBlending;
  237. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  238. break;
  239. case SSRrPass.OUTPUT.Beauty:
  240. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  241. this.copyMaterial.blending = THREE.NoBlending;
  242. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  243. break;
  244. case SSRrPass.OUTPUT.Depth:
  245. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  246. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  247. break;
  248. case SSRrPass.OUTPUT.DepthSelects:
  249. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalSelectsRenderTarget.depthTexture;
  250. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  251. break;
  252. case SSRrPass.OUTPUT.NormalSelects:
  253. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalSelectsRenderTarget.texture;
  254. this.copyMaterial.blending = THREE.NoBlending;
  255. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  256. break;
  257. case SSRrPass.OUTPUT.Refractive:
  258. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.refractiveRenderTarget.texture;
  259. this.copyMaterial.blending = THREE.NoBlending;
  260. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  261. break;
  262. case SSRrPass.OUTPUT.Specular:
  263. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.specularRenderTarget.texture;
  264. this.copyMaterial.blending = THREE.NoBlending;
  265. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  266. break;
  267. default:
  268. console.warn( 'THREE.SSRrPass: Unknown output type.' );
  269. }
  270. }
  271. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  272. // save original state
  273. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  274. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  275. const originalAutoClear = renderer.autoClear;
  276. renderer.setRenderTarget( renderTarget ); // setup pass state
  277. renderer.autoClear = false;
  278. if ( clearColor !== undefined && clearColor !== null ) {
  279. renderer.setClearColor( clearColor );
  280. renderer.setClearAlpha( clearAlpha || 0.0 );
  281. renderer.clear();
  282. }
  283. this.fsQuad.material = passMaterial;
  284. this.fsQuad.render( renderer ); // restore original state
  285. renderer.autoClear = originalAutoClear;
  286. renderer.setClearColor( this.originalClearColor );
  287. renderer.setClearAlpha( originalClearAlpha );
  288. }
  289. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  290. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  291. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  292. const originalAutoClear = renderer.autoClear;
  293. renderer.setRenderTarget( renderTarget );
  294. renderer.autoClear = false;
  295. clearColor = overrideMaterial.clearColor || clearColor;
  296. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  297. if ( clearColor !== undefined && clearColor !== null ) {
  298. renderer.setClearColor( clearColor );
  299. renderer.setClearAlpha( clearAlpha || 0.0 );
  300. renderer.clear();
  301. }
  302. this.scene.overrideMaterial = overrideMaterial;
  303. renderer.render( this.scene, this.camera );
  304. this.scene.overrideMaterial = null; // restore original state
  305. renderer.autoClear = originalAutoClear;
  306. renderer.setClearColor( this.originalClearColor );
  307. renderer.setClearAlpha( originalClearAlpha );
  308. }
  309. renderRefractive( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  310. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  311. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  312. const originalAutoClear = renderer.autoClear;
  313. renderer.setRenderTarget( renderTarget );
  314. renderer.autoClear = false;
  315. clearColor = overrideMaterial.clearColor || clearColor;
  316. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  317. if ( clearColor !== undefined && clearColor !== null ) {
  318. renderer.setClearColor( clearColor );
  319. renderer.setClearAlpha( clearAlpha || 0.0 );
  320. renderer.clear();
  321. }
  322. this.scene.children.forEach( child => {
  323. child.visible = true;
  324. } );
  325. this.scene.traverse( child => {
  326. child._SSRrPassBackupMaterial = child.material;
  327. if ( this.selects.includes( child ) ) {
  328. child.material = this.refractiveOnMaterial;
  329. } else {
  330. child.material = this.refractiveOffMaterial;
  331. }
  332. } );
  333. this.scene._SSRrPassBackupBackground = this.scene.background;
  334. this.scene.background = null;
  335. this.scene._SSRrPassBackupFog = this.scene.fog;
  336. this.scene.fog = null;
  337. renderer.render( this.scene, this.camera );
  338. this.scene.fog = this.scene._SSRrPassBackupFog;
  339. this.scene.background = this.scene._SSRrPassBackupBackground;
  340. this.scene.traverse( child => {
  341. child.material = child._SSRrPassBackupMaterial;
  342. } ); // restore original state
  343. renderer.autoClear = originalAutoClear;
  344. renderer.setClearColor( this.originalClearColor );
  345. renderer.setClearAlpha( originalClearAlpha );
  346. }
  347. setSize( width, height ) {
  348. this.width = width;
  349. this.height = height;
  350. this.ssrrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  351. this.ssrrMaterial.needsUpdate = true;
  352. this.beautyRenderTarget.setSize( width, height );
  353. this.specularRenderTarget.setSize( width, height );
  354. this.ssrrRenderTarget.setSize( width, height );
  355. this.normalSelectsRenderTarget.setSize( width, height );
  356. this.refractiveRenderTarget.setSize( width, height );
  357. this.ssrrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  358. this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  359. this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  360. }
  361. }
  362. SSRrPass.OUTPUT = {
  363. 'Default': 0,
  364. 'SSRr': 1,
  365. 'Beauty': 3,
  366. 'Depth': 4,
  367. 'DepthSelects': 9,
  368. 'NormalSelects': 5,
  369. 'Refractive': 7,
  370. 'Specular': 8
  371. };
  372. THREE.SSRrPass = SSRrPass;
  373. } )();