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. ShaderMaterial,
  13. UniformsUtils,
  14. UnsignedShortType,
  15. WebGLRenderTarget,
  16. HalfFloatType,
  17. } from 'three';
  18. import { Pass, FullScreenQuad } from './Pass.js';
  19. import { SSRShader } from '../shaders/SSRShader.js';
  20. import { SSRBlurShader } from '../shaders/SSRShader.js';
  21. import { SSRDepthShader } from '../shaders/SSRShader.js';
  22. import { CopyShader } from '../shaders/CopyShader.js';
  23. class SSRPass extends Pass {
  24. constructor( { renderer, scene, camera, width, height, selects, bouncing = false, groundReflector } ) {
  25. super();
  26. this.width = ( width !== undefined ) ? width : 512;
  27. this.height = ( height !== undefined ) ? height : 512;
  28. this.clear = true;
  29. this.renderer = renderer;
  30. this.scene = scene;
  31. this.camera = camera;
  32. this.groundReflector = groundReflector;
  33. this.opacity = SSRShader.uniforms.opacity.value;
  34. this.output = 0;
  35. this.maxDistance = SSRShader.uniforms.maxDistance.value;
  36. this.thickness = SSRShader.uniforms.thickness.value;
  37. this.tempColor = new Color();
  38. this._selects = selects;
  39. this.selective = Array.isArray( this._selects );
  40. Object.defineProperty( this, 'selects', {
  41. get() {
  42. return this._selects;
  43. },
  44. set( val ) {
  45. if ( this._selects === val ) return;
  46. this._selects = val;
  47. if ( Array.isArray( val ) ) {
  48. this.selective = true;
  49. this.ssrMaterial.defines.SELECTIVE = true;
  50. this.ssrMaterial.needsUpdate = true;
  51. } else {
  52. this.selective = false;
  53. this.ssrMaterial.defines.SELECTIVE = false;
  54. this.ssrMaterial.needsUpdate = true;
  55. }
  56. }
  57. } );
  58. this._bouncing = bouncing;
  59. Object.defineProperty( this, 'bouncing', {
  60. get() {
  61. return this._bouncing;
  62. },
  63. set( val ) {
  64. if ( this._bouncing === val ) return;
  65. this._bouncing = val;
  66. if ( val ) {
  67. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  68. } else {
  69. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  70. }
  71. }
  72. } );
  73. this.blur = true;
  74. this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
  75. Object.defineProperty( this, 'distanceAttenuation', {
  76. get() {
  77. return this._distanceAttenuation;
  78. },
  79. set( val ) {
  80. if ( this._distanceAttenuation === val ) return;
  81. this._distanceAttenuation = val;
  82. this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
  83. this.ssrMaterial.needsUpdate = true;
  84. }
  85. } );
  86. this._fresnel = SSRShader.defines.FRESNEL;
  87. Object.defineProperty( this, 'fresnel', {
  88. get() {
  89. return this._fresnel;
  90. },
  91. set( val ) {
  92. if ( this._fresnel === val ) return;
  93. this._fresnel = val;
  94. this.ssrMaterial.defines.FRESNEL = val;
  95. this.ssrMaterial.needsUpdate = true;
  96. }
  97. } );
  98. this._infiniteThick = SSRShader.defines.INFINITE_THICK;
  99. Object.defineProperty( this, 'infiniteThick', {
  100. get() {
  101. return this._infiniteThick;
  102. },
  103. set( val ) {
  104. if ( this._infiniteThick === val ) return;
  105. this._infiniteThick = val;
  106. this.ssrMaterial.defines.INFINITE_THICK = val;
  107. this.ssrMaterial.needsUpdate = true;
  108. }
  109. } );
  110. // beauty render target with depth buffer
  111. const depthTexture = new DepthTexture();
  112. depthTexture.type = UnsignedShortType;
  113. depthTexture.minFilter = NearestFilter;
  114. depthTexture.magFilter = NearestFilter;
  115. this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  116. minFilter: NearestFilter,
  117. magFilter: NearestFilter,
  118. depthTexture: depthTexture,
  119. depthBuffer: true
  120. } );
  121. //for bouncing
  122. this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  123. minFilter: NearestFilter,
  124. magFilter: NearestFilter
  125. } );
  126. // normal render target
  127. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  128. minFilter: NearestFilter,
  129. magFilter: NearestFilter,
  130. type: HalfFloatType,
  131. } );
  132. // metalness render target
  133. this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  134. minFilter: NearestFilter,
  135. magFilter: NearestFilter
  136. } );
  137. // ssr render target
  138. this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  139. minFilter: NearestFilter,
  140. magFilter: NearestFilter
  141. } );
  142. this.blurRenderTarget = this.ssrRenderTarget.clone();
  143. this.blurRenderTarget2 = this.ssrRenderTarget.clone();
  144. // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  145. // ssr material
  146. if ( SSRShader === undefined ) {
  147. console.error( 'THREE.SSRPass: The pass relies on SSRShader.' );
  148. }
  149. this.ssrMaterial = new ShaderMaterial( {
  150. defines: Object.assign( {}, SSRShader.defines, {
  151. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  152. } ),
  153. uniforms: UniformsUtils.clone( SSRShader.uniforms ),
  154. vertexShader: SSRShader.vertexShader,
  155. fragmentShader: SSRShader.fragmentShader,
  156. blending: NoBlending
  157. } );
  158. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  159. this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  160. this.ssrMaterial.defines.SELECTIVE = this.selective;
  161. this.ssrMaterial.needsUpdate = true;
  162. this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
  163. this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  164. this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  165. this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  166. this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
  167. this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  168. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  169. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  170. // normal material
  171. this.normalMaterial = new MeshNormalMaterial();
  172. this.normalMaterial.blending = NoBlending;
  173. // metalnessOn material
  174. this.metalnessOnMaterial = new MeshBasicMaterial( {
  175. color: 'white'
  176. } );
  177. // metalnessOff material
  178. this.metalnessOffMaterial = new MeshBasicMaterial( {
  179. color: 'black'
  180. } );
  181. // blur material
  182. this.blurMaterial = new ShaderMaterial( {
  183. defines: Object.assign( {}, SSRBlurShader.defines ),
  184. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  185. vertexShader: SSRBlurShader.vertexShader,
  186. fragmentShader: SSRBlurShader.fragmentShader
  187. } );
  188. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  189. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  190. // blur material 2
  191. this.blurMaterial2 = new ShaderMaterial( {
  192. defines: Object.assign( {}, SSRBlurShader.defines ),
  193. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  194. vertexShader: SSRBlurShader.vertexShader,
  195. fragmentShader: SSRBlurShader.fragmentShader
  196. } );
  197. this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  198. this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
  199. // // blur material 3
  200. // this.blurMaterial3 = new ShaderMaterial({
  201. // defines: Object.assign({}, SSRBlurShader.defines),
  202. // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
  203. // vertexShader: SSRBlurShader.vertexShader,
  204. // fragmentShader: SSRBlurShader.fragmentShader
  205. // });
  206. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  207. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  208. // material for rendering the depth
  209. this.depthRenderMaterial = new ShaderMaterial( {
  210. defines: Object.assign( {}, SSRDepthShader.defines ),
  211. uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
  212. vertexShader: SSRDepthShader.vertexShader,
  213. fragmentShader: SSRDepthShader.fragmentShader,
  214. blending: NoBlending
  215. } );
  216. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  217. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  218. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  219. // material for rendering the content of a render target
  220. this.copyMaterial = new ShaderMaterial( {
  221. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  222. vertexShader: CopyShader.vertexShader,
  223. fragmentShader: CopyShader.fragmentShader,
  224. transparent: true,
  225. depthTest: false,
  226. depthWrite: false,
  227. blendSrc: SrcAlphaFactor,
  228. blendDst: OneMinusSrcAlphaFactor,
  229. blendEquation: AddEquation,
  230. blendSrcAlpha: SrcAlphaFactor,
  231. blendDstAlpha: OneMinusSrcAlphaFactor,
  232. blendEquationAlpha: AddEquation,
  233. // premultipliedAlpha:true,
  234. } );
  235. this.fsQuad = new FullScreenQuad( null );
  236. this.originalClearColor = new Color();
  237. }
  238. dispose() {
  239. // dispose render targets
  240. this.beautyRenderTarget.dispose();
  241. this.prevRenderTarget.dispose();
  242. this.normalRenderTarget.dispose();
  243. this.metalnessRenderTarget.dispose();
  244. this.ssrRenderTarget.dispose();
  245. this.blurRenderTarget.dispose();
  246. this.blurRenderTarget2.dispose();
  247. // this.blurRenderTarget3.dispose();
  248. // dispose materials
  249. this.normalMaterial.dispose();
  250. this.metalnessOnMaterial.dispose();
  251. this.metalnessOffMaterial.dispose();
  252. this.blurMaterial.dispose();
  253. this.blurMaterial2.dispose();
  254. this.copyMaterial.dispose();
  255. this.depthRenderMaterial.dispose();
  256. // dipsose full screen quad
  257. this.fsQuad.dispose();
  258. }
  259. render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  260. // render beauty and depth
  261. renderer.setRenderTarget( this.beautyRenderTarget );
  262. renderer.clear();
  263. if ( this.groundReflector ) {
  264. this.groundReflector.visible = false;
  265. this.groundReflector.doRender( this.renderer, this.scene, this.camera );
  266. this.groundReflector.visible = true;
  267. }
  268. renderer.render( this.scene, this.camera );
  269. if ( this.groundReflector ) this.groundReflector.visible = false;
  270. // render normals
  271. this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
  272. // render metalnesses
  273. if ( this.selective ) {
  274. this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
  275. }
  276. // render SSR
  277. this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
  278. this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  279. this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
  280. this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
  281. // render blur
  282. if ( this.blur ) {
  283. this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  284. this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
  285. // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  286. }
  287. // output result to screen
  288. switch ( this.output ) {
  289. case SSRPass.OUTPUT.Default:
  290. if ( this.bouncing ) {
  291. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  292. this.copyMaterial.blending = NoBlending;
  293. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  294. if ( this.blur )
  295. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  296. else
  297. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  298. this.copyMaterial.blending = NormalBlending;
  299. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  300. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  301. this.copyMaterial.blending = NoBlending;
  302. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  303. } else {
  304. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  305. this.copyMaterial.blending = NoBlending;
  306. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  307. if ( this.blur )
  308. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  309. else
  310. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  311. this.copyMaterial.blending = NormalBlending;
  312. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  313. }
  314. break;
  315. case SSRPass.OUTPUT.SSR:
  316. if ( this.blur )
  317. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  318. else
  319. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  320. this.copyMaterial.blending = NoBlending;
  321. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  322. if ( this.bouncing ) {
  323. if ( this.blur )
  324. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  325. else
  326. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  327. this.copyMaterial.blending = NoBlending;
  328. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  329. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  330. this.copyMaterial.blending = NormalBlending;
  331. this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  332. }
  333. break;
  334. case SSRPass.OUTPUT.Beauty:
  335. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  336. this.copyMaterial.blending = NoBlending;
  337. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  338. break;
  339. case SSRPass.OUTPUT.Depth:
  340. this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  341. break;
  342. case SSRPass.OUTPUT.Normal:
  343. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  344. this.copyMaterial.blending = NoBlending;
  345. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  346. break;
  347. case SSRPass.OUTPUT.Metalness:
  348. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
  349. this.copyMaterial.blending = NoBlending;
  350. this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  351. break;
  352. default:
  353. console.warn( 'THREE.SSRPass: Unknown output type.' );
  354. }
  355. }
  356. renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  357. // save original state
  358. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  359. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  360. const originalAutoClear = renderer.autoClear;
  361. renderer.setRenderTarget( renderTarget );
  362. // setup pass state
  363. renderer.autoClear = false;
  364. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  365. renderer.setClearColor( clearColor );
  366. renderer.setClearAlpha( clearAlpha || 0.0 );
  367. renderer.clear();
  368. }
  369. this.fsQuad.material = passMaterial;
  370. this.fsQuad.render( renderer );
  371. // restore original state
  372. renderer.autoClear = originalAutoClear;
  373. renderer.setClearColor( this.originalClearColor );
  374. renderer.setClearAlpha( originalClearAlpha );
  375. }
  376. renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  377. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  378. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  379. const originalAutoClear = renderer.autoClear;
  380. renderer.setRenderTarget( renderTarget );
  381. renderer.autoClear = false;
  382. clearColor = overrideMaterial.clearColor || clearColor;
  383. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  384. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  385. renderer.setClearColor( clearColor );
  386. renderer.setClearAlpha( clearAlpha || 0.0 );
  387. renderer.clear();
  388. }
  389. this.scene.overrideMaterial = overrideMaterial;
  390. renderer.render( this.scene, this.camera );
  391. this.scene.overrideMaterial = null;
  392. // restore original state
  393. renderer.autoClear = originalAutoClear;
  394. renderer.setClearColor( this.originalClearColor );
  395. renderer.setClearAlpha( originalClearAlpha );
  396. }
  397. renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  398. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  399. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  400. const originalAutoClear = renderer.autoClear;
  401. renderer.setRenderTarget( renderTarget );
  402. renderer.autoClear = false;
  403. clearColor = overrideMaterial.clearColor || clearColor;
  404. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  405. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  406. renderer.setClearColor( clearColor );
  407. renderer.setClearAlpha( clearAlpha || 0.0 );
  408. renderer.clear();
  409. }
  410. this.scene.traverseVisible( child => {
  411. child._SSRPassBackupMaterial = child.material;
  412. if ( this._selects.includes( child ) ) {
  413. child.material = this.metalnessOnMaterial;
  414. } else {
  415. child.material = this.metalnessOffMaterial;
  416. }
  417. } );
  418. renderer.render( this.scene, this.camera );
  419. this.scene.traverseVisible( child => {
  420. child.material = child._SSRPassBackupMaterial;
  421. } );
  422. // restore original state
  423. renderer.autoClear = originalAutoClear;
  424. renderer.setClearColor( this.originalClearColor );
  425. renderer.setClearAlpha( originalClearAlpha );
  426. }
  427. setSize( width, height ) {
  428. this.width = width;
  429. this.height = height;
  430. this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  431. this.ssrMaterial.needsUpdate = true;
  432. this.beautyRenderTarget.setSize( width, height );
  433. this.prevRenderTarget.setSize( width, height );
  434. this.ssrRenderTarget.setSize( width, height );
  435. this.normalRenderTarget.setSize( width, height );
  436. this.metalnessRenderTarget.setSize( width, height );
  437. this.blurRenderTarget.setSize( width, height );
  438. this.blurRenderTarget2.setSize( width, height );
  439. // this.blurRenderTarget3.setSize(width, height);
  440. this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  441. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  442. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  443. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  444. this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
  445. }
  446. }
  447. SSRPass.OUTPUT = {
  448. 'Default': 0,
  449. 'SSR': 1,
  450. 'Beauty': 3,
  451. 'Depth': 4,
  452. 'Normal': 5,
  453. 'Metalness': 7,
  454. };
  455. export { SSRPass };