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Running
import { | |
AddEquation, | |
Color, | |
NormalBlending, | |
DepthTexture, | |
SrcAlphaFactor, | |
OneMinusSrcAlphaFactor, | |
MeshNormalMaterial, | |
MeshBasicMaterial, | |
NearestFilter, | |
NoBlending, | |
ShaderMaterial, | |
UniformsUtils, | |
UnsignedShortType, | |
WebGLRenderTarget, | |
HalfFloatType, | |
} from 'three'; | |
import { Pass, FullScreenQuad } from './Pass.js'; | |
import { SSRBlurShader, SSRDepthShader, SSRShader } from '../shaders/SSRShader.js'; | |
import { CopyShader } from '../shaders/CopyShader.js'; | |
class SSRPass extends Pass { | |
constructor( { renderer, scene, camera, width, height, selects, bouncing = false, groundReflector } ) { | |
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.groundReflector = groundReflector; | |
this.opacity = SSRShader.uniforms.opacity.value; | |
this.output = 0; | |
this.maxDistance = SSRShader.uniforms.maxDistance.value; | |
this.thickness = SSRShader.uniforms.thickness.value; | |
this.tempColor = new Color(); | |
this._selects = selects; | |
this.selective = Array.isArray( this._selects ); | |
Object.defineProperty( this, 'selects', { | |
get() { | |
return this._selects; | |
}, | |
set( val ) { | |
if ( this._selects === val ) return; | |
this._selects = val; | |
if ( Array.isArray( val ) ) { | |
this.selective = true; | |
this.ssrMaterial.defines.SELECTIVE = true; | |
this.ssrMaterial.needsUpdate = true; | |
} else { | |
this.selective = false; | |
this.ssrMaterial.defines.SELECTIVE = false; | |
this.ssrMaterial.needsUpdate = true; | |
} | |
} | |
} ); | |
this._bouncing = bouncing; | |
Object.defineProperty( this, 'bouncing', { | |
get() { | |
return this._bouncing; | |
}, | |
set( val ) { | |
if ( this._bouncing === val ) return; | |
this._bouncing = val; | |
if ( val ) { | |
this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture; | |
} else { | |
this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
} | |
} | |
} ); | |
this.blur = true; | |
this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION; | |
Object.defineProperty( this, 'distanceAttenuation', { | |
get() { | |
return this._distanceAttenuation; | |
}, | |
set( val ) { | |
if ( this._distanceAttenuation === val ) return; | |
this._distanceAttenuation = val; | |
this.ssrMaterial.defines.DISTANCE_ATTENUATION = val; | |
this.ssrMaterial.needsUpdate = true; | |
} | |
} ); | |
this._fresnel = SSRShader.defines.FRESNEL; | |
Object.defineProperty( this, 'fresnel', { | |
get() { | |
return this._fresnel; | |
}, | |
set( val ) { | |
if ( this._fresnel === val ) return; | |
this._fresnel = val; | |
this.ssrMaterial.defines.FRESNEL = val; | |
this.ssrMaterial.needsUpdate = true; | |
} | |
} ); | |
this._infiniteThick = SSRShader.defines.INFINITE_THICK; | |
Object.defineProperty( this, 'infiniteThick', { | |
get() { | |
return this._infiniteThick; | |
}, | |
set( val ) { | |
if ( this._infiniteThick === val ) return; | |
this._infiniteThick = val; | |
this.ssrMaterial.defines.INFINITE_THICK = val; | |
this.ssrMaterial.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, | |
type: HalfFloatType, | |
depthTexture: depthTexture, | |
depthBuffer: true | |
} ); | |
//for bouncing | |
this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
minFilter: NearestFilter, | |
magFilter: NearestFilter | |
} ); | |
// normal render target | |
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
minFilter: NearestFilter, | |
magFilter: NearestFilter, | |
type: HalfFloatType, | |
} ); | |
// metalness render target | |
this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
minFilter: NearestFilter, | |
magFilter: NearestFilter, | |
type: HalfFloatType, | |
} ); | |
// ssr render target | |
this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
minFilter: NearestFilter, | |
magFilter: NearestFilter | |
} ); | |
this.blurRenderTarget = this.ssrRenderTarget.clone(); | |
this.blurRenderTarget2 = this.ssrRenderTarget.clone(); | |
// this.blurRenderTarget3 = this.ssrRenderTarget.clone(); | |
// ssr material | |
this.ssrMaterial = new ShaderMaterial( { | |
defines: Object.assign( {}, SSRShader.defines, { | |
MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height ) | |
} ), | |
uniforms: UniformsUtils.clone( SSRShader.uniforms ), | |
vertexShader: SSRShader.vertexShader, | |
fragmentShader: SSRShader.fragmentShader, | |
blending: NoBlending | |
} ); | |
this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture; | |
this.ssrMaterial.defines.SELECTIVE = this.selective; | |
this.ssrMaterial.needsUpdate = true; | |
this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture; | |
this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture; | |
this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; | |
this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; | |
this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness; | |
this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); | |
this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix ); | |
this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); | |
// normal material | |
this.normalMaterial = new MeshNormalMaterial(); | |
this.normalMaterial.blending = NoBlending; | |
// metalnessOn material | |
this.metalnessOnMaterial = new MeshBasicMaterial( { | |
color: 'white' | |
} ); | |
// metalnessOff material | |
this.metalnessOffMaterial = new MeshBasicMaterial( { | |
color: 'black' | |
} ); | |
// blur material | |
this.blurMaterial = new ShaderMaterial( { | |
defines: Object.assign( {}, SSRBlurShader.defines ), | |
uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ), | |
vertexShader: SSRBlurShader.vertexShader, | |
fragmentShader: SSRBlurShader.fragmentShader | |
} ); | |
this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); | |
// blur material 2 | |
this.blurMaterial2 = new ShaderMaterial( { | |
defines: Object.assign( {}, SSRBlurShader.defines ), | |
uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ), | |
vertexShader: SSRBlurShader.vertexShader, | |
fragmentShader: SSRBlurShader.fragmentShader | |
} ); | |
this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture; | |
this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height ); | |
// // blur material 3 | |
// this.blurMaterial3 = new ShaderMaterial({ | |
// defines: Object.assign({}, SSRBlurShader.defines), | |
// uniforms: UniformsUtils.clone(SSRBlurShader.uniforms), | |
// vertexShader: SSRBlurShader.vertexShader, | |
// fragmentShader: SSRBlurShader.fragmentShader | |
// }); | |
// this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture; | |
// this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height); | |
// material for rendering the depth | |
this.depthRenderMaterial = new ShaderMaterial( { | |
defines: Object.assign( {}, SSRDepthShader.defines ), | |
uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ), | |
vertexShader: SSRDepthShader.vertexShader, | |
fragmentShader: SSRDepthShader.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.prevRenderTarget.dispose(); | |
this.normalRenderTarget.dispose(); | |
this.metalnessRenderTarget.dispose(); | |
this.ssrRenderTarget.dispose(); | |
this.blurRenderTarget.dispose(); | |
this.blurRenderTarget2.dispose(); | |
// this.blurRenderTarget3.dispose(); | |
// dispose materials | |
this.normalMaterial.dispose(); | |
this.metalnessOnMaterial.dispose(); | |
this.metalnessOffMaterial.dispose(); | |
this.blurMaterial.dispose(); | |
this.blurMaterial2.dispose(); | |
this.copyMaterial.dispose(); | |
this.depthRenderMaterial.dispose(); | |
// dispose full screen quad | |
this.fsQuad.dispose(); | |
} | |
render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) { | |
// render beauty and depth | |
renderer.setRenderTarget( this.beautyRenderTarget ); | |
renderer.clear(); | |
if ( this.groundReflector ) { | |
this.groundReflector.visible = false; | |
this.groundReflector.doRender( this.renderer, this.scene, this.camera ); | |
this.groundReflector.visible = true; | |
} | |
renderer.render( this.scene, this.camera ); | |
if ( this.groundReflector ) this.groundReflector.visible = false; | |
// render normals | |
this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 ); | |
// render metalnesses | |
if ( this.selective ) { | |
this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 ); | |
} | |
// render SSR | |
this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity; | |
this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance; | |
this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness; | |
this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget ); | |
// render blur | |
if ( this.blur ) { | |
this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget ); | |
this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 ); | |
// this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3); | |
} | |
// output result to screen | |
switch ( this.output ) { | |
case SSRPass.OUTPUT.Default: | |
if ( this.bouncing ) { | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget ); | |
if ( this.blur ) | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; | |
else | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
this.copyMaterial.blending = NormalBlending; | |
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget ); | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
} else { | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
if ( this.blur ) | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; | |
else | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
this.copyMaterial.blending = NormalBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
} | |
break; | |
case SSRPass.OUTPUT.SSR: | |
if ( this.blur ) | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; | |
else | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
if ( this.bouncing ) { | |
if ( this.blur ) | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; | |
else | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget ); | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
this.copyMaterial.blending = NormalBlending; | |
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget ); | |
} | |
break; | |
case SSRPass.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 SSRPass.OUTPUT.Depth: | |
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
case SSRPass.OUTPUT.Normal: | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
case SSRPass.OUTPUT.Metalness: | |
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture; | |
this.copyMaterial.blending = NoBlending; | |
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
break; | |
default: | |
console.warn( 'THREE.SSRPass: 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 ); | |
} | |
renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) { | |
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) ); | |
const originalClearAlpha = renderer.getClearAlpha( this.tempColor ); | |
const originalAutoClear = renderer.autoClear; | |
const originalBackground = this.scene.background; | |
const originalFog = this.scene.fog; | |
renderer.setRenderTarget( renderTarget ); | |
renderer.autoClear = false; | |
this.scene.background = null; | |
this.scene.fog = null; | |
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.traverseVisible( child => { | |
child._SSRPassBackupMaterial = child.material; | |
if ( this._selects.includes( child ) ) { | |
child.material = this.metalnessOnMaterial; | |
} else { | |
child.material = this.metalnessOffMaterial; | |
} | |
} ); | |
renderer.render( this.scene, this.camera ); | |
this.scene.traverseVisible( child => { | |
child.material = child._SSRPassBackupMaterial; | |
} ); | |
// restore original state | |
renderer.autoClear = originalAutoClear; | |
renderer.setClearColor( this.originalClearColor ); | |
renderer.setClearAlpha( originalClearAlpha ); | |
this.scene.background = originalBackground; | |
this.scene.fog = originalFog; | |
} | |
setSize( width, height ) { | |
this.width = width; | |
this.height = height; | |
this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height ); | |
this.ssrMaterial.needsUpdate = true; | |
this.beautyRenderTarget.setSize( width, height ); | |
this.prevRenderTarget.setSize( width, height ); | |
this.ssrRenderTarget.setSize( width, height ); | |
this.normalRenderTarget.setSize( width, height ); | |
this.metalnessRenderTarget.setSize( width, height ); | |
this.blurRenderTarget.setSize( width, height ); | |
this.blurRenderTarget2.setSize( width, height ); | |
// this.blurRenderTarget3.setSize(width, height); | |
this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height ); | |
this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix ); | |
this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); | |
this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height ); | |
this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height ); | |
} | |
} | |
SSRPass.OUTPUT = { | |
'Default': 0, | |
'SSR': 1, | |
'Beauty': 3, | |
'Depth': 4, | |
'Normal': 5, | |
'Metalness': 7, | |
}; | |
export { SSRPass }; | |