three-stdlib
Version:
stand-alone library of threejs examples
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JavaScript
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => {
__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
return value;
};
import { Color, DepthTexture, UnsignedShortType, NearestFilter, WebGLRenderTarget, HalfFloatType, ShaderMaterial, UniformsUtils, NoBlending, MeshNormalMaterial, MeshBasicMaterial, SrcAlphaFactor, OneMinusSrcAlphaFactor, AddEquation, NormalBlending } from "three";
import { Pass, FullScreenQuad } from "./Pass.js";
import { SSRShader, SSRBlurShader, SSRDepthShader } from "../shaders/SSRShader.js";
import { CopyShader } from "../shaders/CopyShader.js";
const SSRPass = /* @__PURE__ */ (() => {
const _SSRPass = class extends Pass {
constructor({ renderer, scene, camera, width, height, selects, bouncing = false, groundReflector }) {
super();
this.width = width !== void 0 ? width : 512;
this.height = height !== void 0 ? 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;
}
});
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,
depthBuffer: true
});
this.prevRenderTarget = new WebGLRenderTarget(this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter
});
this.normalRenderTarget = new WebGLRenderTarget(this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType
});
this.metalnessRenderTarget = new WebGLRenderTarget(this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType
});
this.ssrRenderTarget = new WebGLRenderTarget(this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter
});
this.blurRenderTarget = this.ssrRenderTarget.clone();
this.blurRenderTarget2 = this.ssrRenderTarget.clone();
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);
this.normalMaterial = new MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
this.metalnessOnMaterial = new MeshBasicMaterial({
color: "white"
});
this.metalnessOffMaterial = new MeshBasicMaterial({
color: "black"
});
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);
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);
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;
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() {
this.beautyRenderTarget.dispose();
this.prevRenderTarget.dispose();
this.normalRenderTarget.dispose();
this.metalnessRenderTarget.dispose();
this.ssrRenderTarget.dispose();
this.blurRenderTarget.dispose();
this.blurRenderTarget2.dispose();
this.normalMaterial.dispose();
this.metalnessOnMaterial.dispose();
this.metalnessOffMaterial.dispose();
this.blurMaterial.dispose();
this.blurMaterial2.dispose();
this.copyMaterial.dispose();
this.depthRenderMaterial.dispose();
this.fsQuad.dispose();
}
render(renderer, writeBuffer) {
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;
this.renderOverride(renderer, this.normalMaterial, this.normalRenderTarget, 0, 0);
if (this.selective) {
this.renderMetalness(renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0);
}
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);
if (this.blur) {
this.renderPass(renderer, this.blurMaterial, this.blurRenderTarget);
this.renderPass(renderer, this.blurMaterial2, this.blurRenderTarget2);
}
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) {
this.originalClearColor.copy(renderer.getClearColor(this.tempColor));
const originalClearAlpha = renderer.getClearAlpha(this.tempColor);
const originalAutoClear = renderer.autoClear;
renderer.setRenderTarget(renderTarget);
renderer.autoClear = false;
if (clearColor !== void 0 && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 0);
renderer.clear();
}
this.fsQuad.material = passMaterial;
this.fsQuad.render(renderer);
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 !== void 0 && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 0);
renderer.clear();
}
this.scene.overrideMaterial = overrideMaterial;
renderer.render(this.scene, this.camera);
this.scene.overrideMaterial = null;
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;
renderer.setRenderTarget(renderTarget);
renderer.autoClear = false;
clearColor = overrideMaterial.clearColor || clearColor;
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
if (clearColor !== void 0 && clearColor !== null) {
renderer.setClearColor(clearColor);
renderer.setClearAlpha(clearAlpha || 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;
});
renderer.autoClear = originalAutoClear;
renderer.setClearColor(this.originalClearColor);
renderer.setClearAlpha(originalClearAlpha);
}
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.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);
}
};
let SSRPass2 = _SSRPass;
__publicField(SSRPass2, "OUTPUT", {
Default: 0,
SSR: 1,
Beauty: 3,
Depth: 4,
Normal: 5,
Metalness: 7
});
return SSRPass2;
})();
export {
SSRPass
};
//# sourceMappingURL=SSRPass.js.map