threepipe
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A modern 3D viewer framework built on top of three.js, written in TypeScript, designed to make creating high-quality, modular, and extensible 3D experiences on the web simple and enjoyable.
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text/typescript
import {ExtendedShaderPass} from './ExtendedShaderPass'
import {
ColorSpace,
FrontSide,
NoBlending,
ShaderMaterialParameters,
SRGBColorSpace,
WebGLMultipleRenderTargets,
WebGLRenderTarget,
} from 'three'
import {ICamera, IRenderManager, IScene, IWebGLRenderer, ShaderMaterial2} from '../core'
import {CopyShader} from 'three/examples/jsm/shaders/CopyShader.js'
import {IPassID, IPipelinePass} from './Pass'
import {uiDropdown, uiFolderContainer, UiObjectConfig, uiToggle} from 'uiconfig.js'
import {ViewerRenderManager} from '../viewer'
import {matDefineBool, threeConstMappings} from '../three'
import ScreenPassShader from './ScreenPass.glsl'
import {shaderReplaceString} from '../utils'
export type TViewerScreenShaderFrag = string | [string, string] | {pars?: string, main: string}
export type TViewerScreenShader = TViewerScreenShaderFrag | ShaderMaterialParameters | ShaderMaterial2
/**
* Screen Pass
*
* This pass renders the final scene to the screen.
* It can be extended by Screen Pass Extensions to apply post-processing effects, such as tonemapping, color grading, etc.
*
* It is used by default in {@link ViewerRenderManager} to render the final scene.
* A custom material/shader can be passed to the constructor to use a custom base fragment shader.
*/
export class ScreenPass extends ExtendedShaderPass implements IPipelinePass<'screen'> {
declare uiConfig: UiObjectConfig
readonly passId = 'screen'
after: IPassID[] = ['render']
required: IPassID[] = ['render']
constructor(shader: TViewerScreenShader = '', ...textureID: string[]) {
super(
(<any>shader)?.fragmentShader || (<ShaderMaterial2>shader)?.isShaderMaterial ? <ShaderMaterialParameters|ShaderMaterial2>shader :
makeScreenShader(shader),
...textureID.length ? textureID : ['tDiffuse', 'tTransparent'])
this.material.addEventListener('materialUpdate', this.setDirty)
}
/**
* Output Color Space
* Note: this is ignored when renderToScreen is false (it will take the color space of the render target)
*/
outputColorSpace: ColorSpace = SRGBColorSpace
private _lastReadBuffer?: WebGLMultipleRenderTargets | WebGLRenderTarget
render(renderer: IWebGLRenderer, writeBuffer?: WebGLMultipleRenderTargets | WebGLRenderTarget | null, readBuffer?: WebGLMultipleRenderTargets | WebGLRenderTarget, deltaTime?: number, maskActive?: boolean) {
const colorSpace = renderer.outputColorSpace
if (!writeBuffer || this.renderToScreen) renderer.outputColorSpace = this.outputColorSpace
// else console.warn('ScreenPass: outputColorSpace is ignored when renderToScreen is false')
super.render(renderer, writeBuffer, readBuffer, deltaTime, maskActive)
this._lastReadBuffer = readBuffer
renderer.outputColorSpace = colorSpace
this._needsReRender = false
}
reRender(renderer: IWebGLRenderer, writeBuffer?: WebGLMultipleRenderTargets | WebGLRenderTarget | null, deltaTime?: number, maskActive?: boolean) {
if (this._lastReadBuffer) this.render(renderer, writeBuffer, this._lastReadBuffer, deltaTime, maskActive)
}
private _needsReRender = false
onPostFrame(renderManager: IRenderManager) {
if (!this._needsReRender) return
this._needsReRender = false
this.reRender(renderManager.renderer)
if (this.clipBackground && !(renderManager as ViewerRenderManager).gbufferTarget) {
// todo warn only when rgbm
console.warn('ScreenPass: clipBackground set to true but no gbufferTarget set. Try adding GBufferPlugin.')
}
}
dispose() {
this._lastReadBuffer = undefined
super.dispose()
}
/**
* Force clip background. If this is `true` {@link clipBackground} is overridden.
* This happens when scene.background and scene.backgroundColor are both null.
* This is set in {@link ViewerRenderManager.render}.
*/
clipBackgroundForce = false
// todo: this is not serialized anymore? we should serialize this in some plugin...
clipBackground = false
beforeRender(_: IScene, _1: ICamera, renderManager: ViewerRenderManager) {
if (this.material.uniforms.tTransparent) {
this.material.uniforms.tTransparent.value = renderManager.renderPass.preserveTransparentTarget ? renderManager.renderPass.transparentTarget?.texture || null : null
this.material.defines.HAS_TRANSPARENT_TARGET = this.material.uniforms.tTransparent.value ? 1 : undefined
if (!this.material.defines.HAS_TRANSPARENT_TARGET) delete this.material.defines.HAS_TRANSPARENT_TARGET
}
}
setDirty() {
super.setDirty()
this._needsReRender = true
}
}
function makeScreenShader(shader: string | [string, string] | {pars?: string; main: string} | ShaderMaterialParameters | ShaderMaterial2) {
const baseShader = shaderReplaceString(
ScreenPassShader,
'void main()',
(Array.isArray(shader) ? shader[0] : (<any>shader)?.pars || '') + '\n',
{prepend: true}
)
const finalShader = baseShader.includes('#glMarker') ? shaderReplaceString(
baseShader,
'#glMarker',
(Array.isArray(shader) ? shader[1] : typeof shader === 'string' ? shader : (shader as any)?.main || '') + '\n',
{prepend: true}
) : baseShader
return {
...CopyShader,
fragmentShader: finalShader,
uniforms: {
tDiffuse: {value: null},
tTransparent: {value: null},
},
transparent: true,
blending: NoBlending,
side: FrontSide,
} as ShaderMaterialParameters
}