three-stdlib
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stand-alone library of threejs examples
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{"version":3,"file":"SSRPass.cjs","sources":["../../src/postprocessing/SSRPass.js"],"sourcesContent":["import {\n AddEquation,\n Color,\n NormalBlending,\n DepthTexture,\n SrcAlphaFactor,\n OneMinusSrcAlphaFactor,\n MeshNormalMaterial,\n MeshBasicMaterial,\n NearestFilter,\n NoBlending,\n ShaderMaterial,\n UniformsUtils,\n UnsignedShortType,\n WebGLRenderTarget,\n HalfFloatType,\n} from 'three'\nimport { Pass, FullScreenQuad } from './Pass'\nimport { SSRShader } from '../shaders/SSRShader'\nimport { SSRBlurShader } from '../shaders/SSRShader'\nimport { SSRDepthShader } from '../shaders/SSRShader'\nimport { CopyShader } from '../shaders/CopyShader'\n\nclass SSRPass extends Pass {\n static OUTPUT = {\n Default: 0,\n SSR: 1,\n Beauty: 3,\n Depth: 4,\n Normal: 5,\n Metalness: 7,\n }\n constructor({ renderer, scene, camera, width, height, selects, bouncing = false, groundReflector }) {\n super()\n\n this.width = width !== undefined ? width : 512\n this.height = height !== undefined ? height : 512\n\n this.clear = true\n\n this.renderer = renderer\n this.scene = scene\n this.camera = camera\n this.groundReflector = groundReflector\n\n this.opacity = SSRShader.uniforms.opacity.value\n this.output = 0\n\n this.maxDistance = SSRShader.uniforms.maxDistance.value\n this.thickness = SSRShader.uniforms.thickness.value\n\n this.tempColor = new Color()\n\n this._selects = selects\n this.selective = Array.isArray(this._selects)\n Object.defineProperty(this, 'selects', {\n get() {\n return this._selects\n },\n set(val) {\n if (this._selects === val) return\n this._selects = val\n if (Array.isArray(val)) {\n this.selective = true\n this.ssrMaterial.defines.SELECTIVE = true\n this.ssrMaterial.needsUpdate = true\n } else {\n this.selective = false\n this.ssrMaterial.defines.SELECTIVE = false\n this.ssrMaterial.needsUpdate = true\n }\n },\n })\n\n this._bouncing = bouncing\n Object.defineProperty(this, 'bouncing', {\n get() {\n return this._bouncing\n },\n set(val) {\n if (this._bouncing === val) return\n this._bouncing = val\n if (val) {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n } else {\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n }\n },\n })\n\n this.blur = true\n\n this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION\n Object.defineProperty(this, 'distanceAttenuation', {\n get() {\n return this._distanceAttenuation\n },\n set(val) {\n if (this._distanceAttenuation === val) return\n this._distanceAttenuation = val\n this.ssrMaterial.defines.DISTANCE_ATTENUATION = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._fresnel = SSRShader.defines.FRESNEL\n Object.defineProperty(this, 'fresnel', {\n get() {\n return this._fresnel\n },\n set(val) {\n if (this._fresnel === val) return\n this._fresnel = val\n this.ssrMaterial.defines.FRESNEL = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n this._infiniteThick = SSRShader.defines.INFINITE_THICK\n Object.defineProperty(this, 'infiniteThick', {\n get() {\n return this._infiniteThick\n },\n set(val) {\n if (this._infiniteThick === val) return\n this._infiniteThick = val\n this.ssrMaterial.defines.INFINITE_THICK = val\n this.ssrMaterial.needsUpdate = true\n },\n })\n\n // beauty render target with depth buffer\n\n const depthTexture = new DepthTexture()\n depthTexture.type = UnsignedShortType\n depthTexture.minFilter = NearestFilter\n depthTexture.magFilter = NearestFilter\n\n this.beautyRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n depthTexture: depthTexture,\n depthBuffer: true,\n })\n\n //for bouncing\n this.prevRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n // normal render target\n\n this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // metalness render target\n\n this.metalnessRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n type: HalfFloatType,\n })\n\n // ssr render target\n\n this.ssrRenderTarget = new WebGLRenderTarget(this.width, this.height, {\n minFilter: NearestFilter,\n magFilter: NearestFilter,\n })\n\n this.blurRenderTarget = this.ssrRenderTarget.clone()\n this.blurRenderTarget2 = this.ssrRenderTarget.clone()\n // this.blurRenderTarget3 = this.ssrRenderTarget.clone();\n\n // ssr material\n\n this.ssrMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRShader.defines, {\n MAX_STEP: Math.sqrt(this.width * this.width + this.height * this.height),\n }),\n uniforms: UniformsUtils.clone(SSRShader.uniforms),\n vertexShader: SSRShader.vertexShader,\n fragmentShader: SSRShader.fragmentShader,\n blending: NoBlending,\n })\n\n this.ssrMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.ssrMaterial.uniforms['tNormal'].value = this.normalRenderTarget.texture\n this.ssrMaterial.defines.SELECTIVE = this.selective\n this.ssrMaterial.needsUpdate = true\n this.ssrMaterial.uniforms['tMetalness'].value = this.metalnessRenderTarget.texture\n this.ssrMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.ssrMaterial.uniforms['cameraNear'].value = this.camera.near\n this.ssrMaterial.uniforms['cameraFar'].value = this.camera.far\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.ssrMaterial.uniforms['resolution'].value.set(this.width, this.height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n // normal material\n\n this.normalMaterial = new MeshNormalMaterial()\n this.normalMaterial.blending = NoBlending\n\n // metalnessOn material\n\n this.metalnessOnMaterial = new MeshBasicMaterial({\n color: 'white',\n })\n\n // metalnessOff material\n\n this.metalnessOffMaterial = new MeshBasicMaterial({\n color: 'black',\n })\n\n // blur material\n\n this.blurMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.blurMaterial.uniforms['resolution'].value.set(this.width, this.height)\n\n // blur material 2\n\n this.blurMaterial2 = new ShaderMaterial({\n defines: Object.assign({}, SSRBlurShader.defines),\n uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n vertexShader: SSRBlurShader.vertexShader,\n fragmentShader: SSRBlurShader.fragmentShader,\n })\n this.blurMaterial2.uniforms['tDiffuse'].value = this.blurRenderTarget.texture\n this.blurMaterial2.uniforms['resolution'].value.set(this.width, this.height)\n\n // // blur material 3\n\n // this.blurMaterial3 = new ShaderMaterial({\n // defines: Object.assign({}, SSRBlurShader.defines),\n // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),\n // vertexShader: SSRBlurShader.vertexShader,\n // fragmentShader: SSRBlurShader.fragmentShader\n // });\n // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;\n // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);\n\n // material for rendering the depth\n\n this.depthRenderMaterial = new ShaderMaterial({\n defines: Object.assign({}, SSRDepthShader.defines),\n uniforms: UniformsUtils.clone(SSRDepthShader.uniforms),\n vertexShader: SSRDepthShader.vertexShader,\n fragmentShader: SSRDepthShader.fragmentShader,\n blending: NoBlending,\n })\n this.depthRenderMaterial.uniforms['tDepth'].value = this.beautyRenderTarget.depthTexture\n this.depthRenderMaterial.uniforms['cameraNear'].value = this.camera.near\n this.depthRenderMaterial.uniforms['cameraFar'].value = this.camera.far\n\n // material for rendering the content of a render target\n\n this.copyMaterial = new ShaderMaterial({\n uniforms: UniformsUtils.clone(CopyShader.uniforms),\n vertexShader: CopyShader.vertexShader,\n fragmentShader: CopyShader.fragmentShader,\n transparent: true,\n depthTest: false,\n depthWrite: false,\n blendSrc: SrcAlphaFactor,\n blendDst: OneMinusSrcAlphaFactor,\n blendEquation: AddEquation,\n blendSrcAlpha: SrcAlphaFactor,\n blendDstAlpha: OneMinusSrcAlphaFactor,\n blendEquationAlpha: AddEquation,\n // premultipliedAlpha:true,\n })\n\n this.fsQuad = new FullScreenQuad(null)\n\n this.originalClearColor = new Color()\n }\n\n dispose() {\n // dispose render targets\n\n this.beautyRenderTarget.dispose()\n this.prevRenderTarget.dispose()\n this.normalRenderTarget.dispose()\n this.metalnessRenderTarget.dispose()\n this.ssrRenderTarget.dispose()\n this.blurRenderTarget.dispose()\n this.blurRenderTarget2.dispose()\n // this.blurRenderTarget3.dispose();\n\n // dispose materials\n\n this.normalMaterial.dispose()\n this.metalnessOnMaterial.dispose()\n this.metalnessOffMaterial.dispose()\n this.blurMaterial.dispose()\n this.blurMaterial2.dispose()\n this.copyMaterial.dispose()\n this.depthRenderMaterial.dispose()\n\n // dipsose full screen quad\n\n this.fsQuad.dispose()\n }\n\n render(renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */) {\n // render beauty and depth\n\n renderer.setRenderTarget(this.beautyRenderTarget)\n renderer.clear()\n if (this.groundReflector) {\n this.groundReflector.visible = false\n this.groundReflector.doRender(this.renderer, this.scene, this.camera)\n this.groundReflector.visible = true\n }\n\n renderer.render(this.scene, this.camera)\n if (this.groundReflector) this.groundReflector.visible = false\n\n // render normals\n\n this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0, 0)\n\n // render metalnesses\n\n if (this.selective) {\n this.renderMetalness(renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0)\n }\n\n // render SSR\n\n this.ssrMaterial.uniforms['opacity'].value = this.opacity\n this.ssrMaterial.uniforms['maxDistance'].value = this.maxDistance\n this.ssrMaterial.uniforms['thickness'].value = this.thickness\n this.renderPass(renderer, this.ssrMaterial, this.ssrRenderTarget)\n\n // render blur\n\n if (this.blur) {\n this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget)\n this.renderPass(renderer, this.blurMaterial2, this.blurRenderTarget2)\n // this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);\n }\n\n // output result to screen\n\n switch (this.output) {\n case SSRPass.OUTPUT.Default:\n if (this.bouncing) {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.prevRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n } else {\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n }\n\n break\n case SSRPass.OUTPUT.SSR:\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n if (this.bouncing) {\n if (this.blur) this.copyMaterial.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture\n else this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n\n this.copyMaterial.uniforms['tDiffuse'].value = this.ssrRenderTarget.texture\n this.copyMaterial.blending = NormalBlending\n this.renderPass(renderer, this.copyMaterial, this.prevRenderTarget)\n }\n\n break\n\n case SSRPass.OUTPUT.Beauty:\n this.copyMaterial.uniforms['tDiffuse'].value = this.beautyRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Depth:\n this.renderPass(renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Normal:\n this.copyMaterial.uniforms['tDiffuse'].value = this.normalRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n case SSRPass.OUTPUT.Metalness:\n this.copyMaterial.uniforms['tDiffuse'].value = this.metalnessRenderTarget.texture\n this.copyMaterial.blending = NoBlending\n this.renderPass(renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer)\n\n break\n\n default:\n console.warn('THREE.SSRPass: Unknown output type.')\n }\n }\n\n renderPass(renderer, passMaterial, renderTarget, clearColor, clearAlpha) {\n // save original state\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n\n // setup pass state\n renderer.autoClear = false\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.fsQuad.material = passMaterial\n this.fsQuad.render(renderer)\n\n // restore original state\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderOverride(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.overrideMaterial = overrideMaterial\n renderer.render(this.scene, this.camera)\n this.scene.overrideMaterial = null\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n renderMetalness(renderer, overrideMaterial, renderTarget, clearColor, clearAlpha) {\n this.originalClearColor.copy(renderer.getClearColor(this.tempColor))\n const originalClearAlpha = renderer.getClearAlpha(this.tempColor)\n const originalAutoClear = renderer.autoClear\n\n renderer.setRenderTarget(renderTarget)\n renderer.autoClear = false\n\n clearColor = overrideMaterial.clearColor || clearColor\n clearAlpha = overrideMaterial.clearAlpha || clearAlpha\n\n if (clearColor !== undefined && clearColor !== null) {\n renderer.setClearColor(clearColor)\n renderer.setClearAlpha(clearAlpha || 0.0)\n renderer.clear()\n }\n\n this.scene.traverseVisible((child) => {\n child._SSRPassBackupMaterial = child.material\n if (this._selects.includes(child)) {\n child.material = this.metalnessOnMaterial\n } else {\n child.material = this.metalnessOffMaterial\n }\n })\n renderer.render(this.scene, this.camera)\n this.scene.traverseVisible((child) => {\n child.material = child._SSRPassBackupMaterial\n })\n\n // restore original state\n\n renderer.autoClear = originalAutoClear\n renderer.setClearColor(this.originalClearColor)\n renderer.setClearAlpha(originalClearAlpha)\n }\n\n setSize(width, height) {\n this.width = width\n this.height = height\n\n this.ssrMaterial.defines.MAX_STEP = Math.sqrt(width * width + height * height)\n this.ssrMaterial.needsUpdate = true\n this.beautyRenderTarget.setSize(width, height)\n this.prevRenderTarget.setSize(width, height)\n this.ssrRenderTarget.setSize(width, height)\n this.normalRenderTarget.setSize(width, height)\n this.metalnessRenderTarget.setSize(width, height)\n this.blurRenderTarget.setSize(width, height)\n this.blurRenderTarget2.setSize(width, height)\n // this.blurRenderTarget3.setSize(width, height);\n\n this.ssrMaterial.uniforms['resolution'].value.set(width, height)\n this.ssrMaterial.uniforms['cameraProjectionMatrix'].value.copy(this.camera.projectionMatrix)\n this.ssrMaterial.uniforms['cameraInverseProjectionMatrix'].value.copy(this.camera.projectionMatrixInverse)\n\n this.blurMaterial.uniforms['resolution'].value.set(width, height)\n this.blurMaterial2.uniforms['resolution'].value.set(width, height)\n }\n}\n\nexport { SSRPass 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