three 基础库
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2 years ago
import {
AddEquation,
Color,
NormalBlending,
DepthTexture,
SrcAlphaFactor,
OneMinusSrcAlphaFactor,
MeshNormalMaterial,
MeshBasicMaterial,
NearestFilter,
NoBlending,
RGBAFormat,
ShaderMaterial,
UniformsUtils,
UnsignedShortType,
WebGLRenderTarget,
HalfFloatType,
MeshStandardMaterial
} from '../../../build/three.module.js';
import { Pass, FullScreenQuad } from '../postprocessing/Pass.js';
import { SSRrShader } from '../shaders/SSRrShader.js';
import { SSRrDepthShader } from '../shaders/SSRrShader.js';
import { CopyShader } from '../shaders/CopyShader.js';
class SSRrPass extends Pass {
constructor( { renderer, scene, camera, width, height, selects, encoding, morphTargets = false } ) {
super();
this.width = ( width !== undefined ) ? width : 512;
this.height = ( height !== undefined ) ? height : 512;
this.clear = true;
this.renderer = renderer;
this.scene = scene;
this.camera = camera;
this.output = 0;
// this.output = 1;
this.ior = SSRrShader.uniforms.ior.value;
this.maxDistance = SSRrShader.uniforms.maxDistance.value;
this.surfDist = SSRrShader.uniforms.surfDist.value;
this.encoding = encoding;
this.tempColor = new Color();
this.selects = selects;
this._specular = SSRrShader.defines.SPECULAR;
Object.defineProperty( this, 'specular', {
get() {
return this._specular;
},
set( val ) {
if ( this._specular === val ) return;
this._specular = val;
this.ssrrMaterial.defines.SPECULAR = val;
this.ssrrMaterial.needsUpdate = true;
}
} );
this._fillHole = SSRrShader.defines.FILL_HOLE;
Object.defineProperty( this, 'fillHole', {
get() {
return this._fillHole;
},
set( val ) {
if ( this._fillHole === val ) return;
this._fillHole = val;
this.ssrrMaterial.defines.FILL_HOLE = val;
this.ssrrMaterial.needsUpdate = true;
}
} );
this._infiniteThick = SSRrShader.defines.INFINITE_THICK;
Object.defineProperty( this, 'infiniteThick', {
get() {
return this._infiniteThick;
},
set( val ) {
if ( this._infiniteThick === val ) return;
this._infiniteThick = val;
this.ssrrMaterial.defines.INFINITE_THICK = val;
this.ssrrMaterial.needsUpdate = true;
}
} );
// beauty render target with depth buffer
const depthTexture = new DepthTexture();
depthTexture.type = UnsignedShortType;
depthTexture.minFilter = NearestFilter;
depthTexture.magFilter = NearestFilter;
this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat,
depthTexture: depthTexture,
depthBuffer: true
} );
this.specularRenderTarget = new WebGLRenderTarget( this.width, this.height, { // TODO: Can merge with refractiveRenderTarget?
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat,
} );
// normalSelects render target
const depthTextureSelects = new DepthTexture();
depthTextureSelects.type = UnsignedShortType;
depthTextureSelects.minFilter = NearestFilter;
depthTextureSelects.magFilter = NearestFilter;
this.normalSelectsRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat,
type: HalfFloatType,
depthTexture: depthTextureSelects,
depthBuffer: true
} );
// refractive render target
this.refractiveRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
// ssrr render target
this.ssrrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
// ssrr material
if ( SSRrShader === undefined ) {
console.error( 'THREE.SSRrPass: The pass relies on SSRrShader.' );
}
this.ssrrMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSRrShader.defines, {
MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
} ),
uniforms: UniformsUtils.clone( SSRrShader.uniforms ),
vertexShader: SSRrShader.vertexShader,
fragmentShader: SSRrShader.fragmentShader,
blending: NoBlending
} );
this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;
this.ssrrMaterial.needsUpdate = true;
this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;
this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;
this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
// normal material
this.normalMaterial = new MeshNormalMaterial( { morphTargets } );
this.normalMaterial.blending = NoBlending;
// refractiveOn material
this.refractiveOnMaterial = new MeshBasicMaterial( {
color: 'white'
} );
// refractiveOff material
this.refractiveOffMaterial = new MeshBasicMaterial( {
color: 'black'
} );
// specular material
this.specularMaterial = new MeshStandardMaterial( {
color: 'black',
metalness: 0,
roughness: .2,
} );
// material for rendering the depth
this.depthRenderMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSRrDepthShader.defines ),
uniforms: UniformsUtils.clone( SSRrDepthShader.uniforms ),
vertexShader: SSRrDepthShader.vertexShader,
fragmentShader: SSRrDepthShader.fragmentShader,
blending: NoBlending
} );
this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
// material for rendering the content of a render target
this.copyMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( CopyShader.uniforms ),
vertexShader: CopyShader.vertexShader,
fragmentShader: CopyShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
blendSrc: SrcAlphaFactor,
blendDst: OneMinusSrcAlphaFactor,
blendEquation: AddEquation,
blendSrcAlpha: SrcAlphaFactor,
blendDstAlpha: OneMinusSrcAlphaFactor,
blendEquationAlpha: AddEquation,
// premultipliedAlpha:true,
} );
this.fsQuad = new FullScreenQuad( null );
this.originalClearColor = new Color();
}
dispose() {
// dispose render targets
this.beautyRenderTarget.dispose();
this.specularRenderTarget.dispose();
this.normalSelectsRenderTarget.dispose();
this.refractiveRenderTarget.dispose();
this.ssrrRenderTarget.dispose();
// dispose materials
this.normalMaterial.dispose();
this.refractiveOnMaterial.dispose();
this.refractiveOffMaterial.dispose();
this.copyMaterial.dispose();
this.depthRenderMaterial.dispose();
// dipsose full screen quad
this.fsQuad.dispose();
}
render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
// render beauty and depth
if ( this.encoding ) this.beautyRenderTarget.texture.encoding = this.encoding;
renderer.setRenderTarget( this.beautyRenderTarget );
renderer.clear();
this.scene.children.forEach( child => {
if ( this.selects.includes( child ) ) {
child.visible = false;
} else {
child.visible = true;
}
} );
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( this.specularRenderTarget );
renderer.clear();
this.scene.children.forEach( child => {
if ( this.selects.includes( child ) ) {
child.visible = true;
child._SSRrPassBackupMaterial = child.material;
child.material = this.specularMaterial;
} else if ( ! child.isLight ) {
child.visible = false;
}
} );
renderer.render( this.scene, this.camera );
this.scene.children.forEach( child => {
if ( this.selects.includes( child ) ) {
child.material = child._SSRrPassBackupMaterial;
}
} );
// render normalSelectss
this.scene.children.forEach( child => {
if ( this.selects.includes( child ) ) {
child.visible = true;
} else {
child.visible = false;
}
} );
this.renderOverride( renderer, this.normalMaterial, this.normalSelectsRenderTarget, 0, 0 );
this.renderRefractive( renderer, this.refractiveOnMaterial, this.refractiveRenderTarget, 0, 0 );
// render SSRr
this.ssrrMaterial.uniforms[ 'ior' ].value = this.ior;
this.ssrrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
this.ssrrMaterial.uniforms[ 'surfDist' ].value = this.surfDist;
this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
this.renderPass( renderer, this.ssrrMaterial, this.ssrrRenderTarget );
// output result to screen
switch ( this.output ) {
case SSRrPass.OUTPUT.Default:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
this.copyMaterial.blending = NormalBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRrPass.OUTPUT.SSRr:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrrRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRrPass.OUTPUT.Beauty:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRrPass.OUTPUT.Depth:
this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRrPass.OUTPUT.DepthSelects:
this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalSelectsRenderTarget.depthTexture;
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRrPass.OUTPUT.NormalSelects:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalSelectsRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRrPass.OUTPUT.Refractive:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.refractiveRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
case SSRrPass.OUTPUT.Specular:
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.specularRenderTarget.texture;
this.copyMaterial.blending = NoBlending;
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
break;
default:
console.warn( 'THREE.SSRrPass: Unknown output type.' );
}
}
renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
// save original state
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget( renderTarget );
// setup pass state
renderer.autoClear = false;
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();
}
this.fsQuad.material = passMaterial;
this.fsQuad.render( renderer );
// restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );
}
renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget( renderTarget );
renderer.autoClear = false;
clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();
}
this.scene.overrideMaterial = overrideMaterial;
renderer.render( this.scene, this.camera );
this.scene.overrideMaterial = null;
// restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );
}
renderRefractive( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget( renderTarget );
renderer.autoClear = false;
clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
renderer.setClearColor( clearColor );
renderer.setClearAlpha( clearAlpha || 0.0 );
renderer.clear();
}
this.scene.children.forEach( child => {
child.visible = true;
} );
this.scene.traverse( child => {
child._SSRrPassBackupMaterial = child.material;
if ( this.selects.includes( child ) ) {
child.material = this.refractiveOnMaterial;
} else {
child.material = this.refractiveOffMaterial;
}
} );
this.scene._SSRrPassBackupBackground = this.scene.background;
this.scene.background = null;
this.scene._SSRrPassBackupFog = this.scene.fog;
this.scene.fog = null;
renderer.render( this.scene, this.camera );
this.scene.fog = this.scene._SSRrPassBackupFog;
this.scene.background = this.scene._SSRrPassBackupBackground;
this.scene.traverse( child => {
child.material = child._SSRrPassBackupMaterial;
} );
// restore original state
renderer.autoClear = originalAutoClear;
renderer.setClearColor( this.originalClearColor );
renderer.setClearAlpha( originalClearAlpha );
}
setSize( width, height ) {
this.width = width;
this.height = height;
this.ssrrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
this.ssrrMaterial.needsUpdate = true;
this.beautyRenderTarget.setSize( width, height );
this.specularRenderTarget.setSize( width, height );
this.ssrrRenderTarget.setSize( width, height );
this.normalSelectsRenderTarget.setSize( width, height );
this.refractiveRenderTarget.setSize( width, height );
this.ssrrMaterial.uniforms[ 'resolution' ].value.set( width, height );
this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
}
}
SSRrPass.OUTPUT = {
'Default': 0,
'SSRr': 1,
'Beauty': 3,
'Depth': 4,
'DepthSelects': 9,
'NormalSelects': 5,
'Refractive': 7,
'Specular': 8,
};
export { SSRrPass };