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