UNPKG

three

Version:

JavaScript 3D library

827 lines (625 loc) 22.3 kB
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'; /** * A pass for a basic SSR effect. * * ```js * const ssrPass = new SSRPass( { * renderer, * scene, * camera, * width: innerWidth, * height: innerHeight * } ); * composer.addPass( ssrPass ); * ``` * * @augments Pass */ class SSRPass extends Pass { /** * Constructs a new SSR pass. * * @param {SSRPass~Options} options - The pass options. */ constructor( { renderer, scene, camera, width = 512, height = 512, selects = null, bouncing = false, groundReflector = null } ) { super(); /** * The width of the effect. * * @type {number} * @default 512 */ this.width = width; /** * The height of the effect. * * @type {number} * @default 512 */ this.height = height; /** * Overwritten to perform a clear operation by default. * * @type {boolean} * @default true */ this.clear = true; /** * The renderer. * * @type {WebGLRenderer} */ this.renderer = renderer; /** * The scene to render. * * @type {Scene} */ this.scene = scene; /** * The camera. * * @type {Camera} */ this.camera = camera; /** * The ground reflector. * * @type {?ReflectorForSSRPass} * @default 0 */ this.groundReflector = groundReflector; /** * The opactiy. * * @type {number} * @default 0.5 */ this.opacity = SSRShader.uniforms.opacity.value; /** * The output configuration. * * @type {number} * @default 0 */ this.output = 0; /** * Controls how far a fragment can reflect. * * @type {number} * @default 180 */ this.maxDistance = SSRShader.uniforms.maxDistance.value; /** * Controls the cutoff between what counts as a * possible reflection hit and what does not. * * @type {number} * @default .018 */ this.thickness = SSRShader.uniforms.thickness.value; this.tempColor = new Color(); this._selects = selects; /** * Whether the pass is selective or not. * * @type {boolean} * @default false */ this.selective = Array.isArray( this._selects ); /** * Which 3D objects should be affected by SSR. If not set, the entire scene is affected. * * @name SSRPass#selects * @type {?Array<Object3D>} * @default null */ 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; /** * Whether bouncing is enabled or not. * * @name SSRPass#bouncing * @type {boolean} * @default false */ 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; } } } ); /** * Whether to blur reflections or not. * * @type {boolean} * @default true */ this.blur = true; this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION; /** * Whether to use distance attenutation or not. * * @name SSRPass#distanceAttenuation * @type {boolean} * @default true */ 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; /** * Whether to use fresnel or not. * * @name SSRPass#fresnel * @type {boolean} * @default true */ 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; /** * Whether to use infinite thickness or not. * * @name SSRPass#infiniteThick * @type {boolean} * @default false */ 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(); } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever the pass is no longer used in your app. */ 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(); } /** * Performs the SSR pass. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering * destination for the pass. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the * previous pass from this buffer. * @param {number} deltaTime - The delta time in seconds. * @param {boolean} maskActive - Whether masking is active or not. */ 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.' ); } } /** * Sets the size of the pass. * * @param {number} width - The width to set. * @param {number} height - The width to set. */ 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 ); } // internals _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; } } /** * Constructor options of `SSRPass`. * * @typedef {Object} SSRPass~Options * @property {WebGLRenderer} renderer - The renderer. * @property {Scene} scene - The scene to render. * @property {Camera} camera - The camera. * @property {number} [width=512] - The width of the effect. * @property {number} [height=512] - The width of the effect. * @property {?Array<Object3D>} [selects=null] - Which 3D objects should be affected by SSR. If not set, the entire scene is affected. * @property {boolean} [bouncing=false] - Whether bouncing is enabled or not. * @property {?ReflectorForSSRPass} [groundReflector=null] - A ground reflector. **/ SSRPass.OUTPUT = { 'Default': 0, 'SSR': 1, 'Beauty': 3, 'Depth': 4, 'Normal': 5, 'Metalness': 7, }; export { SSRPass };