three#WebGLRenderTarget JavaScript Examples
The following examples show how to use
three#WebGLRenderTarget.
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Example #1
Source File: BloomEffect.js From three-viewer with MIT License | 6 votes |
/**
* Updates this effect.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
*/
update(renderer, inputBuffer, deltaTime) {
const renderTarget = this.renderTarget;
if(this.luminancePass.enabled) {
this.luminancePass.render(renderer, inputBuffer, renderTarget);
this.blurPass.render(renderer, renderTarget, renderTarget);
} else {
this.blurPass.render(renderer, inputBuffer, renderTarget);
}
}
Example #2
Source File: SavePass.js From threejs-tutorial with MIT License | 6 votes |
SavePass = function (renderTarget) {
Pass.call(this);
if (CopyShader === undefined)
console.error("SavePass relies on CopyShader");
var shader = CopyShader;
this.textureID = "tDiffuse";
this.uniforms = UniformsUtils.clone(shader.uniforms);
this.material = new ShaderMaterial({
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
});
this.renderTarget = renderTarget;
if (this.renderTarget === undefined) {
this.renderTarget = new WebGLRenderTarget(
window.innerWidth,
window.innerHeight,
{
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBFormat,
stencilBuffer: false,
}
);
this.renderTarget.texture.name = "SavePass.rt";
}
this.needsSwap = false;
this.fsQuad = new Pass.FullScreenQuad(this.material);
}
Example #3
Source File: SavePass.js From Computer-Graphics with MIT License | 6 votes |
constructor( renderTarget ) {
super();
if ( CopyShader === undefined ) console.error( 'THREE.SavePass relies on CopyShader' );
const shader = CopyShader;
this.textureID = 'tDiffuse';
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.renderTarget = renderTarget;
if ( this.renderTarget === undefined ) {
this.renderTarget = new WebGLRenderTarget( window.innerWidth, window.innerHeight );
this.renderTarget.texture.name = 'SavePass.rt';
}
this.needsSwap = false;
this.fsQuad = new FullScreenQuad( this.material );
}
Example #4
Source File: DepthPass.js From three-viewer with MIT License | 6 votes |
/**
* Renders the scene depth.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
const renderTarget = this.renderToScreen ? null : this.renderTarget;
this.renderPass.render(renderer, renderTarget);
}
Example #5
Source File: NormalPass.js From three-viewer with MIT License | 6 votes |
/**
* Renders the scene normals.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
const renderTarget = this.renderToScreen ? null : this.renderTarget;
this.renderPass.render(renderer, renderTarget, renderTarget);
}
Example #6
Source File: NormalPass.js From three-viewer with MIT License | 5 votes |
/**
* Constructs a new normal pass.
*
* @param {Scene} scene - The scene to render.
* @param {Camera} camera - The camera to use to render the scene.
* @param {Object} [options] - The options.
* @param {Number} [options.resolutionScale=1.0] - Deprecated. Adjust the height or width instead for consistent results.
* @param {Number} [options.width=Resizer.AUTO_SIZE] - The render width.
* @param {Number} [options.height=Resizer.AUTO_SIZE] - The render height.
* @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.
*/
constructor(scene, camera, {
resolutionScale = 1.0,
width = Resizer.AUTO_SIZE,
height = Resizer.AUTO_SIZE,
renderTarget
} = {}) {
super("NormalPass");
this.needsSwap = false;
/**
* A render pass.
*
* @type {RenderPass}
* @private
*/
this.renderPass = new RenderPass(scene, camera, new MeshNormalMaterial({
morphTargets: true,
morphNormals: true,
skinning: true
}));
const clearPass = this.renderPass.getClearPass();
clearPass.overrideClearColor = new Color(0x7777ff);
clearPass.overrideClearAlpha = 1.0;
/**
* A render target that contains the scene normals.
*
* @type {WebGLRenderTarget}
*/
this.renderTarget = renderTarget;
if(this.renderTarget === undefined) {
this.renderTarget = new WebGLRenderTarget(1, 1, {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBFormat,
stencilBuffer: false
});
this.renderTarget.texture.name = "NormalPass.Target";
}
/**
* The desired render resolution.
*
* Use {@link Resizer.AUTO_SIZE} for the width or height to automatically
* calculate it based on its counterpart and the original aspect ratio.
*
* @type {Resizer}
*/
this.resolution = new Resizer(this, width, height);
this.resolution.scale = resolutionScale;
}
Example #7
Source File: EffectComposer.js From three-viewer with MIT License | 5 votes |
/**
* Creates a new render target by replicating the renderer's canvas.
*
* The created render target uses a linear filter for texel minification and
* magnification. Its render texture format depends on whether the renderer
* uses the alpha channel. Mipmaps are disabled.
*
* Note: The buffer format will also be set to RGBA if the frame buffer type
* is HalfFloatType because RGB16F buffers are not renderable.
*
* @param {Boolean} depthBuffer - Whether the render target should have a depth buffer.
* @param {Boolean} stencilBuffer - Whether the render target should have a stencil buffer.
* @param {Number} type - The frame buffer type.
* @param {Number} multisampling - The number of samples to use for antialiasing.
* @return {WebGLRenderTarget} A new render target that equals the renderer's canvas.
*/
createBuffer(depthBuffer, stencilBuffer, type, multisampling) {
const size = this.renderer.getDrawingBufferSize(new Vector2());
const alpha = this.renderer.getContext().getContextAttributes().alpha;
const options = {
format: (!alpha && type === UnsignedByteType) ? RGBFormat : RGBAFormat,
minFilter: LinearFilter,
magFilter: LinearFilter,
stencilBuffer,
depthBuffer,
type
};
const renderTarget = (multisampling > 0) ?
new WebGLMultisampleRenderTarget(size.width, size.height, options) :
new WebGLRenderTarget(size.width, size.height, options);
if(multisampling > 0) {
renderTarget.samples = multisampling;
}
renderTarget.texture.name = "EffectComposer.Buffer";
renderTarget.texture.generateMipmaps = false;
return renderTarget;
}
Example #8
Source File: BloomEffect.js From three-viewer with MIT License | 5 votes |
/**
* Constructs a new bloom effect.
*
* @param {Object} [options] - The options.
* @param {BlendFunction} [options.blendFunction=BlendFunction.SCREEN] - The blend function of this effect.
* @param {Number} [options.luminanceThreshold=0.9] - The luminance threshold. Raise this value to mask out darker elements in the scene. Range is [0, 1].
* @param {Number} [options.luminanceSmoothing=0.025] - Controls the smoothness of the luminance threshold. Range is [0, 1].
* @param {Number} [options.resolutionScale=0.5] - Deprecated. Use height or width instead.
* @param {Number} [options.intensity=1.0] - The intensity.
* @param {Number} [options.width=Resizer.AUTO_SIZE] - The render width.
* @param {Number} [options.height=Resizer.AUTO_SIZE] - The render height.
* @param {KernelSize} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.
*/
constructor({
blendFunction = BlendFunction.SCREEN,
luminanceThreshold = 0.9,
luminanceSmoothing = 0.025,
resolutionScale = 0.5,
intensity = 1.0,
width = Resizer.AUTO_SIZE,
height = Resizer.AUTO_SIZE,
kernelSize = KernelSize.LARGE
} = {}) {
super("BloomEffect", fragmentShader, {
blendFunction,
uniforms: new Map([
["texture", new Uniform(null)],
["intensity", new Uniform(intensity)]
])
});
/**
* A render target.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTarget = new WebGLRenderTarget(1, 1, {
minFilter: LinearFilter,
magFilter: LinearFilter,
stencilBuffer: false,
depthBuffer: false
});
this.renderTarget.texture.name = "Bloom.Target";
this.renderTarget.texture.generateMipmaps = false;
this.uniforms.get("texture").value = this.renderTarget.texture;
/**
* A blur pass.
*
* @type {BlurPass}
*/
this.blurPass = new BlurPass({ resolutionScale, width, height, kernelSize });
this.blurPass.resolution.resizable = this;
/**
* A luminance shader pass.
*
* You may disable this pass to deactivate luminance filtering.
*
* @type {ShaderPass}
*/
this.luminancePass = new ShaderPass(new LuminanceMaterial(true));
this.luminanceMaterial.threshold = luminanceThreshold;
this.luminanceMaterial.smoothing = luminanceSmoothing;
}
Example #9
Source File: BlurPass.js From three-viewer with MIT License | 5 votes |
/**
* Blurs the input buffer and writes the result to the output buffer. The
* input buffer remains intact, unless it's also the output buffer.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
const scene = this.scene;
const camera = this.camera;
const renderTargetA = this.renderTargetA;
const renderTargetB = this.renderTargetB;
let material = this.convolutionMaterial;
let uniforms = material.uniforms;
const kernel = material.getKernel();
let lastRT = inputBuffer;
let destRT;
let i, l;
this.setFullscreenMaterial(material);
// Apply the multi-pass blur.
for(i = 0, l = kernel.length - 1; i < l; ++i) {
// Alternate between targets.
destRT = ((i & 1) === 0) ? renderTargetA : renderTargetB;
uniforms.kernel.value = kernel[i];
uniforms.inputBuffer.value = lastRT.texture;
renderer.setRenderTarget(destRT);
renderer.render(scene, camera);
lastRT = destRT;
}
if(this.dithering) {
material = this.ditheredConvolutionMaterial;
uniforms = material.uniforms;
this.setFullscreenMaterial(material);
}
uniforms.kernel.value = kernel[i];
uniforms.inputBuffer.value = lastRT.texture;
renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);
renderer.render(scene, camera);
}
Example #10
Source File: DepthPass.js From three-viewer with MIT License | 5 votes |
/**
* Constructs a new depth pass.
*
* @param {Scene} scene - The scene to render.
* @param {Camera} camera - The camera to use to render the scene.
* @param {Object} [options] - The options.
* @param {Number} [options.resolutionScale=1.0] - Deprecated. Adjust the height or width instead for consistent results.
* @param {Number} [options.width=Resizer.AUTO_SIZE] - The render width.
* @param {Number} [options.height=Resizer.AUTO_SIZE] - The render height.
* @param {WebGLRenderTarget} [options.renderTarget] - A custom render target.
*/
constructor(scene, camera, {
resolutionScale = 1.0,
width = Resizer.AUTO_SIZE,
height = Resizer.AUTO_SIZE,
renderTarget
} = {}) {
super("DepthPass");
this.needsSwap = false;
/**
* A render pass.
*
* @type {RenderPass}
* @private
*/
this.renderPass = new RenderPass(scene, camera, new MeshDepthMaterial({
depthPacking: RGBADepthPacking,
morphTargets: true,
skinning: true
}));
const clearPass = this.renderPass.getClearPass();
clearPass.overrideClearColor = new Color(0xffffff);
clearPass.overrideClearAlpha = 1.0;
/**
* A render target that contains the scene depth.
*
* @type {WebGLRenderTarget}
*/
this.renderTarget = renderTarget;
if(this.renderTarget === undefined) {
this.renderTarget = new WebGLRenderTarget(1, 1, {
minFilter: NearestFilter,
magFilter: NearestFilter,
stencilBuffer: false
});
this.renderTarget.texture.name = "DepthPass.Target";
}
/**
* The desired render resolution.
*
* Use {@link Resizer.AUTO_SIZE} for the width or height to automatically
* calculate it based on its counterpart and the original aspect ratio.
*
* @type {Resizer}
*/
this.resolution = new Resizer(this, width, height);
this.resolution.scale = resolutionScale;
}
Example #11
Source File: index.js From sketch-webcam with MIT License | 5 votes |
renderTarget1 = new WebGLRenderTarget()
Example #12
Source File: BokehPass.js From Computer-Graphics with MIT License | 5 votes |
constructor( scene, camera, params ) {
super();
this.scene = scene;
this.camera = camera;
const focus = ( params.focus !== undefined ) ? params.focus : 1.0;
const aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
const aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
const maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
// render targets
const width = params.width || window.innerWidth || 1;
const height = params.height || window.innerHeight || 1;
this.renderTargetDepth = new WebGLRenderTarget( width, height, {
minFilter: NearestFilter,
magFilter: NearestFilter
} );
this.renderTargetDepth.texture.name = 'BokehPass.depth';
// depth material
this.materialDepth = new MeshDepthMaterial();
this.materialDepth.depthPacking = RGBADepthPacking;
this.materialDepth.blending = NoBlending;
// bokeh material
if ( BokehShader === undefined ) {
console.error( 'THREE.BokehPass relies on BokehShader' );
}
const bokehShader = BokehShader;
const bokehUniforms = UniformsUtils.clone( bokehShader.uniforms );
bokehUniforms[ 'tDepth' ].value = this.renderTargetDepth.texture;
bokehUniforms[ 'focus' ].value = focus;
bokehUniforms[ 'aspect' ].value = aspect;
bokehUniforms[ 'aperture' ].value = aperture;
bokehUniforms[ 'maxblur' ].value = maxblur;
bokehUniforms[ 'nearClip' ].value = camera.near;
bokehUniforms[ 'farClip' ].value = camera.far;
this.materialBokeh = new ShaderMaterial( {
defines: Object.assign( {}, bokehShader.defines ),
uniforms: bokehUniforms,
vertexShader: bokehShader.vertexShader,
fragmentShader: bokehShader.fragmentShader
} );
this.uniforms = bokehUniforms;
this.needsSwap = false;
this.fsQuad = new FullScreenQuad( this.materialBokeh );
this._oldClearColor = new Color();
}
Example #13
Source File: BloomPass.js From Computer-Graphics with MIT License | 5 votes |
constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) {
super();
// render targets
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
this.renderTargetX = new WebGLRenderTarget( resolution, resolution, pars );
this.renderTargetX.texture.name = 'BloomPass.x';
this.renderTargetY = new WebGLRenderTarget( resolution, resolution, pars );
this.renderTargetY.texture.name = 'BloomPass.y';
// copy material
if ( CopyShader === undefined ) console.error( 'THREE.BloomPass relies on CopyShader' );
const copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
this.copyUniforms[ 'opacity' ].value = strength;
this.materialCopy = new ShaderMaterial( {
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: AdditiveBlending,
transparent: true
} );
// convolution material
if ( ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on ConvolutionShader' );
const convolutionShader = ConvolutionShader;
this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma );
this.materialConvolution = new ShaderMaterial( {
uniforms: this.convolutionUniforms,
vertexShader: convolutionShader.vertexShader,
fragmentShader: convolutionShader.fragmentShader,
defines: {
'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
}
} );
this.needsSwap = false;
this.fsQuad = new FullScreenQuad( null );
}
Example #14
Source File: AfterimagePass.js From Computer-Graphics with MIT License | 5 votes |
constructor( damp = 0.96 ) {
super();
if ( AfterimageShader === undefined ) console.error( 'THREE.AfterimagePass relies on AfterimageShader' );
this.shader = AfterimageShader;
this.uniforms = UniformsUtils.clone( this.shader.uniforms );
this.uniforms[ 'damp' ].value = damp;
this.textureComp = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: LinearFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
this.textureOld = new WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: LinearFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
this.shaderMaterial = new ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: this.shader.vertexShader,
fragmentShader: this.shader.fragmentShader
} );
this.compFsQuad = new FullScreenQuad( this.shaderMaterial );
const material = new MeshBasicMaterial();
this.copyFsQuad = new FullScreenQuad( material );
}
Example #15
Source File: AdaptiveToneMappingPass.js From Computer-Graphics with MIT License | 5 votes |
reset() {
// render targets
if ( this.luminanceRT ) {
this.luminanceRT.dispose();
}
if ( this.currentLuminanceRT ) {
this.currentLuminanceRT.dispose();
}
if ( this.previousLuminanceRT ) {
this.previousLuminanceRT.dispose();
}
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; // was RGB format. changed to RGBA format. see discussion in #8415 / #8450
this.luminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
this.luminanceRT.texture.name = 'AdaptiveToneMappingPass.l';
this.luminanceRT.texture.generateMipmaps = false;
this.previousLuminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
this.previousLuminanceRT.texture.name = 'AdaptiveToneMappingPass.pl';
this.previousLuminanceRT.texture.generateMipmaps = false;
// We only need mipmapping for the current luminosity because we want a down-sampled version to sample in our adaptive shader
pars.minFilter = LinearMipmapLinearFilter;
pars.generateMipmaps = true;
this.currentLuminanceRT = new WebGLRenderTarget( this.resolution, this.resolution, pars );
this.currentLuminanceRT.texture.name = 'AdaptiveToneMappingPass.cl';
if ( this.adaptive ) {
this.materialToneMap.defines[ 'ADAPTED_LUMINANCE' ] = '';
this.materialToneMap.uniforms.luminanceMap.value = this.luminanceRT.texture;
}
//Put something in the adaptive luminance texture so that the scene can render initially
this.fsQuad.material = new MeshBasicMaterial( { color: 0x777777 } );
this.materialLuminance.needsUpdate = true;
this.materialAdaptiveLum.needsUpdate = true;
this.materialToneMap.needsUpdate = true;
// renderer.render( this.scene, this.camera, this.luminanceRT );
// renderer.render( this.scene, this.camera, this.previousLuminanceRT );
// renderer.render( this.scene, this.camera, this.currentLuminanceRT );
}
Example #16
Source File: EffectComposer.js From threejs-tutorial with MIT License | 5 votes |
EffectComposer = function (renderer, renderTarget) {
this.renderer = renderer;
if (renderTarget === undefined) {
var parameters = {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBAFormat,
stencilBuffer: false,
};
var size = renderer.getSize(new Vector2());
this._pixelRatio = renderer.getPixelRatio();
this._width = size.width;
this._height = size.height;
renderTarget = new WebGLRenderTarget(
this._width * this._pixelRatio,
this._height * this._pixelRatio,
parameters
);
renderTarget.texture.name = "EffectComposer.rt1";
} else {
this._pixelRatio = 1;
this._width = renderTarget.width;
this._height = renderTarget.height;
}
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.renderTarget2.texture.name = "EffectComposer.rt2";
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.renderToScreen = true;
this.passes = [];
// dependencies
if (CopyShader === undefined) {
console.error("THREE.EffectComposer relies on CopyShader");
}
if (ShaderPass === undefined) {
console.error("THREE.EffectComposer relies on ShaderPass");
}
this.copyPass = new ShaderPass(CopyShader);
this.clock = new Clock();
}
Example #17
Source File: BlurPass.js From threejs-tutorial with MIT License | 5 votes |
BlurPass = function (blur, resolution) {
Pass.call(this);
this.downSampleRatio = 2;
this.blur = blur !== undefined ? blur : 0.8;
this.resolution =
resolution !== undefined
? new Vector2(resolution.x, resolution.y)
: new Vector2(256, 256);
var pars = {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBAFormat,
};
var resx = Math.round(this.resolution.x / this.downSampleRatio);
var resy = Math.round(this.resolution.y / this.downSampleRatio);
this.renderTargetBlurBuffer1 = new WebGLRenderTarget(resx, resy, pars);
this.renderTargetBlurBuffer1.texture.name = "BlurPass.blur1";
this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
this.renderTargetBlurBuffer2 = new WebGLRenderTarget(
Math.round(resx / 2),
Math.round(resy / 2),
pars
);
this.renderTargetBlurBuffer2.texture.name = "BlurPass.blur2";
this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
this.separableBlurMaterial1 = this.getSeperableBlurMaterial(16);
this.separableBlurMaterial1.uniforms["texSize"].value = new Vector2(
resx,
resy
);
this.separableBlurMaterial1.uniforms["kernelRadius"].value = 1;
this.separableBlurMaterial2 = this.getSeperableBlurMaterial(16);
this.separableBlurMaterial2.uniforms["texSize"].value = new Vector2(
Math.round(resx / 2),
Math.round(resy / 2)
);
this.separableBlurMaterial2.uniforms["kernelRadius"].value = 1;
var copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
this.materialCopy = new ShaderMaterial({
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
depthTest: false,
depthWrite: false,
transparent: true,
});
//this.needsSwap = false;
this.fsQuad = new Pass.FullScreenQuad(null);
}
Example #18
Source File: index.js From sketch-webcam with MIT License | 5 votes |
renderTarget1 = new WebGLRenderTarget()
Example #19
Source File: SSRrPass.js From Computer-Graphics with MIT License | 4 votes |
constructor( { renderer, scene, camera, width, height, selects } ) {
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.output = 0;
// this.output = 1;
this.ior = SSRrShader.uniforms.ior.value;
this.maxDistance = SSRrShader.uniforms.maxDistance.value;
this.surfDist = SSRrShader.uniforms.surfDist.value;
this.tempColor = new Color();
this.selects = selects;
this._specular = SSRrShader.defines.SPECULAR;
Object.defineProperty( this, 'specular', {
get() {
return this._specular;
},
set( val ) {
if ( this._specular === val ) return;
this._specular = val;
this.ssrrMaterial.defines.SPECULAR = val;
this.ssrrMaterial.needsUpdate = true;
}
} );
this._fillHole = SSRrShader.defines.FILL_HOLE;
Object.defineProperty( this, 'fillHole', {
get() {
return this._fillHole;
},
set( val ) {
if ( this._fillHole === val ) return;
this._fillHole = val;
this.ssrrMaterial.defines.FILL_HOLE = val;
this.ssrrMaterial.needsUpdate = true;
}
} );
this._infiniteThick = SSRrShader.defines.INFINITE_THICK;
Object.defineProperty( this, 'infiniteThick', {
get() {
return this._infiniteThick;
},
set( val ) {
if ( this._infiniteThick === val ) return;
this._infiniteThick = val;
this.ssrrMaterial.defines.INFINITE_THICK = val;
this.ssrrMaterial.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,
format: RGBAFormat,
depthTexture: depthTexture,
depthBuffer: true
} );
this.specularRenderTarget = new WebGLRenderTarget( this.width, this.height, { // TODO: Can merge with refractiveRenderTarget?
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat,
} );
// normalSelects render target
const depthTextureSelects = new DepthTexture();
depthTextureSelects.type = UnsignedShortType;
depthTextureSelects.minFilter = NearestFilter;
depthTextureSelects.magFilter = NearestFilter;
this.normalSelectsRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat,
type: HalfFloatType,
depthTexture: depthTextureSelects,
depthBuffer: true
} );
// refractive render target
this.refractiveRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
// ssrr render target
this.ssrrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
// ssrr material
if ( SSRrShader === undefined ) {
console.error( 'THREE.SSRrPass: The pass relies on SSRrShader.' );
}
this.ssrrMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSRrShader.defines, {
MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
} ),
uniforms: UniformsUtils.clone( SSRrShader.uniforms ),
vertexShader: SSRrShader.vertexShader,
fragmentShader: SSRrShader.fragmentShader,
blending: NoBlending
} );
this.ssrrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.ssrrMaterial.uniforms[ 'tSpecular' ].value = this.specularRenderTarget.texture;
this.ssrrMaterial.uniforms[ 'tNormalSelects' ].value = this.normalSelectsRenderTarget.texture;
this.ssrrMaterial.needsUpdate = true;
this.ssrrMaterial.uniforms[ 'tRefractive' ].value = this.refractiveRenderTarget.texture;
this.ssrrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
this.ssrrMaterial.uniforms[ 'tDepthSelects' ].value = this.normalSelectsRenderTarget.depthTexture;
this.ssrrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
this.ssrrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
this.ssrrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
this.ssrrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
this.ssrrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
// normal material
this.normalMaterial = new MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
// refractiveOn material
this.refractiveOnMaterial = new MeshBasicMaterial( {
color: 'white'
} );
// refractiveOff material
this.refractiveOffMaterial = new MeshBasicMaterial( {
color: 'black'
} );
// specular material
this.specularMaterial = new MeshStandardMaterial( {
color: 'black',
metalness: 0,
roughness: .2,
} );
// material for rendering the depth
this.depthRenderMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSRrDepthShader.defines ),
uniforms: UniformsUtils.clone( SSRrDepthShader.uniforms ),
vertexShader: SSRrDepthShader.vertexShader,
fragmentShader: SSRrDepthShader.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();
}
Example #20
Source File: BlurPass.js From three-viewer with MIT License | 4 votes |
/**
* Constructs a new blur pass.
*
* @param {Object} [options] - The options.
* @param {Number} [options.resolutionScale=0.5] - Deprecated. Adjust the height or width instead for consistent results.
* @param {Number} [options.width=Resizer.AUTO_SIZE] - The blur render width.
* @param {Number} [options.height=Resizer.AUTO_SIZE] - The blur render height.
* @param {KernelSize} [options.kernelSize=KernelSize.LARGE] - The blur kernel size.
*/
constructor({
resolutionScale = 0.5,
width = Resizer.AUTO_SIZE,
height = Resizer.AUTO_SIZE,
kernelSize = KernelSize.LARGE
} = {}) {
super("BlurPass");
/**
* A render target.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetA = new WebGLRenderTarget(1, 1, {
minFilter: LinearFilter,
magFilter: LinearFilter,
stencilBuffer: false,
depthBuffer: false
});
this.renderTargetA.texture.name = "Blur.Target.A";
/**
* A second render target.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetB = this.renderTargetA.clone();
this.renderTargetB.texture.name = "Blur.Target.B";
/**
* The desired render resolution.
*
* It's recommended to set the height or the width to an absolute value for
* consistent results across different devices and resolutions.
*
* Use {@link Resizer.AUTO_SIZE} for the width or height to automatically
* calculate it based on its counterpart and the original aspect ratio.
*
* @type {Resizer}
*/
this.resolution = new Resizer(this, width, height);
this.resolution.scale = resolutionScale;
/**
* A convolution shader material.
*
* @type {ConvolutionMaterial}
* @private
*/
this.convolutionMaterial = new ConvolutionMaterial();
/**
* A convolution shader material that uses dithering.
*
* @type {ConvolutionMaterial}
* @private
*/
this.ditheredConvolutionMaterial = new ConvolutionMaterial();
this.ditheredConvolutionMaterial.dithering = true;
/**
* Whether the blurred result should also be dithered using noise.
*
* @type {Boolean}
* @deprecated Set the frameBufferType of the EffectComposer to HalfFloatType instead.
*/
this.dithering = false;
this.kernelSize = kernelSize;
}
Example #21
Source File: EffectComposer.js From three-viewer with MIT License | 4 votes |
/**
* Constructs a new effect composer.
*
* @param {WebGLRenderer} renderer - The renderer that should be used.
* @param {Object} [options] - The options.
* @param {Boolean} [options.depthBuffer=true] - Whether the main render targets should have a depth buffer.
* @param {Boolean} [options.stencilBuffer=false] - Whether the main render targets should have a stencil buffer.
* @param {Number} [options.multisampling=0] - The number of samples used for multisample antialiasing. Requires WebGL 2.
* @param {Boolean} [options.frameBufferType] - The type of the internal frame buffers. It's recommended to use HalfFloatType if possible.
*/
constructor(renderer = null, {
depthBuffer = true,
stencilBuffer = false,
multisampling = 0,
frameBufferType
} = {}) {
/**
* The renderer.
*
* @type {WebGLRenderer}
* @private
*/
this.renderer = renderer;
/**
* The input buffer.
*
* Reading from and writing to the same render target should be avoided.
* Therefore, two seperate yet identical buffers are used.
*
* @type {WebGLRenderTarget}
* @private
*/
this.inputBuffer = null;
/**
* The output buffer.
*
* @type {WebGLRenderTarget}
* @private
*/
this.outputBuffer = null;
if(this.renderer !== null) {
this.renderer.autoClear = false;
this.inputBuffer = this.createBuffer(depthBuffer, stencilBuffer, frameBufferType, multisampling);
this.outputBuffer = this.inputBuffer.clone();
this.enableExtensions();
}
/**
* A copy pass used for copying masked scenes.
*
* @type {ShaderPass}
* @private
*/
this.copyPass = new ShaderPass(new CopyMaterial());
/**
* A depth texture.
*
* @type {DepthTexture}
* @private
*/
this.depthTexture = null;
/**
* The passes.
*
* @type {Pass[]}
* @private
*/
this.passes = [];
/**
* Determines whether the last pass automatically renders to screen.
*
* @type {Boolean}
* @private
*/
this.autoRenderToScreen = true;
}
Example #22
Source File: TAARenderPass.js From Computer-Graphics with MIT License | 4 votes |
render( renderer, writeBuffer, readBuffer, deltaTime ) {
if ( this.accumulate === false ) {
super.render( renderer, writeBuffer, readBuffer, deltaTime );
this.accumulateIndex = - 1;
return;
}
const jitterOffsets = _JitterVectors[ 5 ];
if ( this.sampleRenderTarget === undefined ) {
this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
this.sampleRenderTarget.texture.name = 'TAARenderPass.sample';
}
if ( this.holdRenderTarget === undefined ) {
this.holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
this.holdRenderTarget.texture.name = 'TAARenderPass.hold';
}
if ( this.accumulateIndex === - 1 ) {
super.render( renderer, this.holdRenderTarget, readBuffer, deltaTime );
this.accumulateIndex = 0;
}
const autoClear = renderer.autoClear;
renderer.autoClear = false;
const sampleWeight = 1.0 / ( jitterOffsets.length );
if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
this.copyUniforms[ 'opacity' ].value = sampleWeight;
this.copyUniforms[ 'tDiffuse' ].value = writeBuffer.texture;
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
const numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
for ( let i = 0; i < numSamplesPerFrame; i ++ ) {
const j = this.accumulateIndex;
const jitterOffset = jitterOffsets[ j ];
if ( this.camera.setViewOffset ) {
this.camera.setViewOffset( readBuffer.width, readBuffer.height,
jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
readBuffer.width, readBuffer.height );
}
renderer.setRenderTarget( writeBuffer );
renderer.clear();
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( this.sampleRenderTarget );
if ( this.accumulateIndex === 0 ) renderer.clear();
this.fsQuad.render( renderer );
this.accumulateIndex ++;
if ( this.accumulateIndex >= jitterOffsets.length ) break;
}
if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
}
const accumulationWeight = this.accumulateIndex * sampleWeight;
if ( accumulationWeight > 0 ) {
this.copyUniforms[ 'opacity' ].value = 1.0;
this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;
renderer.setRenderTarget( writeBuffer );
renderer.clear();
this.fsQuad.render( renderer );
}
if ( accumulationWeight < 1.0 ) {
this.copyUniforms[ 'opacity' ].value = 1.0 - accumulationWeight;
this.copyUniforms[ 'tDiffuse' ].value = this.holdRenderTarget.texture;
renderer.setRenderTarget( writeBuffer );
if ( accumulationWeight === 0 ) renderer.clear();
this.fsQuad.render( renderer );
}
renderer.autoClear = autoClear;
}
Example #23
Source File: Water.js From canvas with Apache License 2.0 | 4 votes |
Water = function ( geometry, options ) {
Mesh.call( this, geometry );
var scope = this;
options = options || {};
var textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
var textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;
var clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
var alpha = options.alpha !== undefined ? options.alpha : 1.0;
var time = options.time !== undefined ? options.time : 0.0;
var normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
var sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
var sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
var waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
var eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
var distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
var side = options.side !== undefined ? options.side : FrontSide;
var fog = options.fog !== undefined ? options.fog : false;
//
var mirrorPlane = new Plane();
var normal = new Vector3();
var mirrorWorldPosition = new Vector3();
var cameraWorldPosition = new Vector3();
var rotationMatrix = new Matrix4();
var lookAtPosition = new Vector3( 0, 0, - 1 );
var clipPlane = new Vector4();
var view = new Vector3();
var target = new Vector3();
var q = new Vector4();
var textureMatrix = new Matrix4();
var mirrorCamera = new PerspectiveCamera();
var parameters = {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBFormat,
stencilBuffer: false
};
var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
renderTarget.texture.generateMipmaps = false;
}
var mirrorShader = {
uniforms: UniformsUtils.merge( [
UniformsLib[ 'fog' ],
UniformsLib[ 'lights' ],
{
"normalSampler": { value: null },
"mirrorSampler": { value: null },
"alpha": { value: 1.0 },
"time": { value: 0.0 },
"size": { value: 1.0 },
"distortionScale": { value: 20.0 },
"textureMatrix": { value: new Matrix4() },
"sunColor": { value: new Color( 0x7F7F7F ) },
"sunDirection": { value: new Vector3( 0.70707, 0.70707, 0 ) },
"eye": { value: new Vector3() },
"waterColor": { value: new Color( 0x555555 ) }
}
] ),
vertexShader: [
'uniform mat4 textureMatrix;',
'uniform float time;',
'varying vec4 mirrorCoord;',
'varying vec4 worldPosition;',
'#include <common>',
'#include <fog_pars_vertex>',
'#include <shadowmap_pars_vertex>',
'#include <logdepthbuf_pars_vertex>',
'void main() {',
' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
' worldPosition = mirrorCoord.xyzw;',
' mirrorCoord = textureMatrix * mirrorCoord;',
' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
' gl_Position = projectionMatrix * mvPosition;',
'#include <logdepthbuf_vertex>',
'#include <fog_vertex>',
'#include <shadowmap_vertex>',
'}'
].join( '\n' ),
fragmentShader: [
'uniform sampler2D mirrorSampler;',
'uniform float alpha;',
'uniform float time;',
'uniform float size;',
'uniform float distortionScale;',
'uniform sampler2D normalSampler;',
'uniform vec3 sunColor;',
'uniform vec3 sunDirection;',
'uniform vec3 eye;',
'uniform vec3 waterColor;',
'varying vec4 mirrorCoord;',
'varying vec4 worldPosition;',
'vec4 getNoise( vec2 uv ) {',
' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
' vec4 noise = texture2D( normalSampler, uv0 ) +',
' texture2D( normalSampler, uv1 ) +',
' texture2D( normalSampler, uv2 ) +',
' texture2D( normalSampler, uv3 );',
' return noise * 0.5 - 1.0;',
'}',
'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {',
' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
' specularColor += pow( direction, shiny ) * sunColor * spec;',
' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
'}',
'#include <common>',
'#include <packing>',
'#include <bsdfs>',
'#include <fog_pars_fragment>',
'#include <logdepthbuf_pars_fragment>',
'#include <lights_pars_begin>',
'#include <shadowmap_pars_fragment>',
'#include <shadowmask_pars_fragment>',
'void main() {',
'#include <logdepthbuf_fragment>',
' vec4 noise = getNoise( worldPosition.xz * size );',
' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
' vec3 diffuseLight = vec3(0.0);',
' vec3 specularLight = vec3(0.0);',
' vec3 worldToEye = eye-worldPosition.xyz;',
' vec3 eyeDirection = normalize( worldToEye );',
' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
' float distance = length(worldToEye);',
' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );',
' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
' float rf0 = 0.3;',
' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
' vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);',
' vec3 outgoingLight = albedo;',
' gl_FragColor = vec4( outgoingLight, alpha );',
'#include <tonemapping_fragment>',
'#include <fog_fragment>',
'}'
].join( '\n' )
};
var material = new ShaderMaterial( {
fragmentShader: mirrorShader.fragmentShader,
vertexShader: mirrorShader.vertexShader,
uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
lights: true,
side: side,
fog: fog
} );
material.uniforms[ "mirrorSampler" ].value = renderTarget.texture;
material.uniforms[ "textureMatrix" ].value = textureMatrix;
material.uniforms[ "alpha" ].value = alpha;
material.uniforms[ "time" ].value = time;
material.uniforms[ "normalSampler" ].value = normalSampler;
material.uniforms[ "sunColor" ].value = sunColor;
material.uniforms[ "waterColor" ].value = waterColor;
material.uniforms[ "sunDirection" ].value = sunDirection;
material.uniforms[ "distortionScale" ].value = distortionScale;
material.uniforms[ "eye" ].value = eye;
scope.material = material;
scope.onBeforeRender = function ( renderer, scene, camera ) {
mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
rotationMatrix.extractRotation( scope.matrixWorld );
normal.set( 0, 0, 1 );
normal.applyMatrix4( rotationMatrix );
view.subVectors( mirrorWorldPosition, cameraWorldPosition );
// Avoid rendering when mirror is facing away
if ( view.dot( normal ) > 0 ) return;
view.reflect( normal ).negate();
view.add( mirrorWorldPosition );
rotationMatrix.extractRotation( camera.matrixWorld );
lookAtPosition.set( 0, 0, - 1 );
lookAtPosition.applyMatrix4( rotationMatrix );
lookAtPosition.add( cameraWorldPosition );
target.subVectors( mirrorWorldPosition, lookAtPosition );
target.reflect( normal ).negate();
target.add( mirrorWorldPosition );
mirrorCamera.position.copy( view );
mirrorCamera.up.set( 0, 1, 0 );
mirrorCamera.up.applyMatrix4( rotationMatrix );
mirrorCamera.up.reflect( normal );
mirrorCamera.lookAt( target );
mirrorCamera.far = camera.far; // Used in WebGLBackground
mirrorCamera.updateMatrixWorld();
mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );
// Update the texture matrix
textureMatrix.set(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0
);
textureMatrix.multiply( mirrorCamera.projectionMatrix );
textureMatrix.multiply( mirrorCamera.matrixWorldInverse );
// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );
clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );
var projectionMatrix = mirrorCamera.projectionMatrix;
q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
q.z = - 1.0;
q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
// Calculate the scaled plane vector
clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
// Replacing the third row of the projection matrix
projectionMatrix.elements[ 2 ] = clipPlane.x;
projectionMatrix.elements[ 6 ] = clipPlane.y;
projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
projectionMatrix.elements[ 14 ] = clipPlane.w;
eye.setFromMatrixPosition( camera.matrixWorld );
//
var currentRenderTarget = renderer.getRenderTarget();
var currentXrEnabled = renderer.xr.enabled;
var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
scope.visible = false;
renderer.xr.enabled = false; // Avoid camera modification and recursion
renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
renderer.setRenderTarget( renderTarget );
renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
if ( renderer.autoClear === false ) renderer.clear();
renderer.render( scene, mirrorCamera );
scope.visible = true;
renderer.xr.enabled = currentXrEnabled;
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
renderer.setRenderTarget( currentRenderTarget );
// Restore viewport
var viewport = camera.viewport;
if ( viewport !== undefined ) {
renderer.state.viewport( viewport );
}
};
}
Example #24
Source File: SSRPass.js From Computer-Graphics with MIT License | 4 votes |
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,
format: RGBAFormat,
depthTexture: depthTexture,
depthBuffer: true
} );
//for bouncing
this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat,
} );
// normal render target
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat,
type: HalfFloatType,
} );
// metalness render target
this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
// ssr render target
this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
this.blurRenderTarget = this.ssrRenderTarget.clone();
this.blurRenderTarget2 = this.ssrRenderTarget.clone();
// this.blurRenderTarget3 = this.ssrRenderTarget.clone();
// ssr material
if ( SSRShader === undefined ) {
console.error( 'THREE.SSRPass: The pass relies on SSRShader.' );
}
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();
}
Example #25
Source File: SSAOPass.js From Computer-Graphics with MIT License | 4 votes |
constructor( scene, camera, width, height ) {
super();
this.width = ( width !== undefined ) ? width : 512;
this.height = ( height !== undefined ) ? height : 512;
this.clear = true;
this.camera = camera;
this.scene = scene;
this.kernelRadius = 8;
this.kernelSize = 32;
this.kernel = [];
this.noiseTexture = null;
this.output = 0;
this.minDistance = 0.005;
this.maxDistance = 0.1;
this._visibilityCache = new Map();
//
this.generateSampleKernel();
this.generateRandomKernelRotations();
// beauty render target
const depthTexture = new DepthTexture();
depthTexture.format = DepthStencilFormat;
depthTexture.type = UnsignedInt248Type;
this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height );
// normal render target with depth buffer
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
depthTexture: depthTexture
} );
// ssao render target
this.ssaoRenderTarget = new WebGLRenderTarget( this.width, this.height );
this.blurRenderTarget = this.ssaoRenderTarget.clone();
// ssao material
if ( SSAOShader === undefined ) {
console.error( 'THREE.SSAOPass: The pass relies on SSAOShader.' );
}
this.ssaoMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSAOShader.defines ),
uniforms: UniformsUtils.clone( SSAOShader.uniforms ),
vertexShader: SSAOShader.vertexShader,
fragmentShader: SSAOShader.fragmentShader,
blending: NoBlending
} );
this.ssaoMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
this.ssaoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
this.ssaoMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.depthTexture;
this.ssaoMaterial.uniforms[ 'tNoise' ].value = this.noiseTexture;
this.ssaoMaterial.uniforms[ 'kernel' ].value = this.kernel;
this.ssaoMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
this.ssaoMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
this.ssaoMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
this.ssaoMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
this.ssaoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
// normal material
this.normalMaterial = new MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
// blur material
this.blurMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSAOBlurShader.defines ),
uniforms: UniformsUtils.clone( SSAOBlurShader.uniforms ),
vertexShader: SSAOBlurShader.vertexShader,
fragmentShader: SSAOBlurShader.fragmentShader
} );
this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssaoRenderTarget.texture;
this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
// material for rendering the depth
this.depthRenderMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SSAODepthShader.defines ),
uniforms: UniformsUtils.clone( SSAODepthShader.uniforms ),
vertexShader: SSAODepthShader.vertexShader,
fragmentShader: SSAODepthShader.fragmentShader,
blending: NoBlending
} );
this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.normalRenderTarget.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: DstColorFactor,
blendDst: ZeroFactor,
blendEquation: AddEquation,
blendSrcAlpha: DstAlphaFactor,
blendDstAlpha: ZeroFactor,
blendEquationAlpha: AddEquation
} );
this.fsQuad = new FullScreenQuad( null );
this.originalClearColor = new Color();
}
Example #26
Source File: SSAARenderPass.js From Computer-Graphics with MIT License | 4 votes |
render( renderer, writeBuffer, readBuffer ) {
if ( ! this.sampleRenderTarget ) {
this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat } );
this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
}
const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
const autoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.getClearColor( this._oldClearColor );
const oldClearAlpha = renderer.getClearAlpha();
const baseSampleWeight = 1.0 / jitterOffsets.length;
const roundingRange = 1 / 32;
this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;
const viewOffset = {
fullWidth: readBuffer.width,
fullHeight: readBuffer.height,
offsetX: 0,
offsetY: 0,
width: readBuffer.width,
height: readBuffer.height
};
const originalViewOffset = Object.assign( {}, this.camera.view );
if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
for ( let i = 0; i < jitterOffsets.length; i ++ ) {
const jitterOffset = jitterOffsets[ i ];
if ( this.camera.setViewOffset ) {
this.camera.setViewOffset(
viewOffset.fullWidth, viewOffset.fullHeight,
viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
viewOffset.width, viewOffset.height
);
}
let sampleWeight = baseSampleWeight;
if ( this.unbiased ) {
// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
// The following equation varies the sampleWeight per sample so that it is uniformly distributed
// across a range of values whose rounding errors cancel each other out.
const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
sampleWeight += roundingRange * uniformCenteredDistribution;
}
this.copyUniforms[ 'opacity' ].value = sampleWeight;
renderer.setClearColor( this.clearColor, this.clearAlpha );
renderer.setRenderTarget( this.sampleRenderTarget );
renderer.clear();
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
if ( i === 0 ) {
renderer.setClearColor( 0x000000, 0.0 );
renderer.clear();
}
this.fsQuad.render( renderer );
}
if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
this.camera.setViewOffset(
originalViewOffset.fullWidth, originalViewOffset.fullHeight,
originalViewOffset.offsetX, originalViewOffset.offsetY,
originalViewOffset.width, originalViewOffset.height
);
} else if ( this.camera.clearViewOffset ) {
this.camera.clearViewOffset();
}
renderer.autoClear = autoClear;
renderer.setClearColor( this._oldClearColor, oldClearAlpha );
}
Example #27
Source File: SMAAPass.js From Computer-Graphics with MIT License | 4 votes |
constructor( width, height ) {
super();
// render targets
this.edgesRT = new WebGLRenderTarget( width, height, {
depthBuffer: false
} );
this.edgesRT.texture.name = 'SMAAPass.edges';
this.weightsRT = new WebGLRenderTarget( width, height, {
depthBuffer: false
} );
this.weightsRT.texture.name = 'SMAAPass.weights';
// textures
const scope = this;
const areaTextureImage = new Image();
areaTextureImage.src = this.getAreaTexture();
areaTextureImage.onload = function () {
// assigning data to HTMLImageElement.src is asynchronous (see #15162)
scope.areaTexture.needsUpdate = true;
};
this.areaTexture = new Texture();
this.areaTexture.name = 'SMAAPass.area';
this.areaTexture.image = areaTextureImage;
this.areaTexture.minFilter = LinearFilter;
this.areaTexture.generateMipmaps = false;
this.areaTexture.flipY = false;
const searchTextureImage = new Image();
searchTextureImage.src = this.getSearchTexture();
searchTextureImage.onload = function () {
// assigning data to HTMLImageElement.src is asynchronous (see #15162)
scope.searchTexture.needsUpdate = true;
};
this.searchTexture = new Texture();
this.searchTexture.name = 'SMAAPass.search';
this.searchTexture.image = searchTextureImage;
this.searchTexture.magFilter = NearestFilter;
this.searchTexture.minFilter = NearestFilter;
this.searchTexture.generateMipmaps = false;
this.searchTexture.flipY = false;
// materials - pass 1
if ( SMAAEdgesShader === undefined ) {
console.error( 'THREE.SMAAPass relies on SMAAShader' );
}
this.uniformsEdges = UniformsUtils.clone( SMAAEdgesShader.uniforms );
this.uniformsEdges[ 'resolution' ].value.set( 1 / width, 1 / height );
this.materialEdges = new ShaderMaterial( {
defines: Object.assign( {}, SMAAEdgesShader.defines ),
uniforms: this.uniformsEdges,
vertexShader: SMAAEdgesShader.vertexShader,
fragmentShader: SMAAEdgesShader.fragmentShader
} );
// materials - pass 2
this.uniformsWeights = UniformsUtils.clone( SMAAWeightsShader.uniforms );
this.uniformsWeights[ 'resolution' ].value.set( 1 / width, 1 / height );
this.uniformsWeights[ 'tDiffuse' ].value = this.edgesRT.texture;
this.uniformsWeights[ 'tArea' ].value = this.areaTexture;
this.uniformsWeights[ 'tSearch' ].value = this.searchTexture;
this.materialWeights = new ShaderMaterial( {
defines: Object.assign( {}, SMAAWeightsShader.defines ),
uniforms: this.uniformsWeights,
vertexShader: SMAAWeightsShader.vertexShader,
fragmentShader: SMAAWeightsShader.fragmentShader
} );
// materials - pass 3
this.uniformsBlend = UniformsUtils.clone( SMAABlendShader.uniforms );
this.uniformsBlend[ 'resolution' ].value.set( 1 / width, 1 / height );
this.uniformsBlend[ 'tDiffuse' ].value = this.weightsRT.texture;
this.materialBlend = new ShaderMaterial( {
uniforms: this.uniformsBlend,
vertexShader: SMAABlendShader.vertexShader,
fragmentShader: SMAABlendShader.fragmentShader
} );
this.needsSwap = false;
this.fsQuad = new FullScreenQuad( null );
}
Example #28
Source File: SAOPass.js From Computer-Graphics with MIT License | 4 votes |
constructor( scene, camera, useDepthTexture = false, useNormals = false, resolution = new Vector2( 256, 256 ) ) {
super();
this.scene = scene;
this.camera = camera;
this.clear = true;
this.needsSwap = false;
this.supportsDepthTextureExtension = useDepthTexture;
this.supportsNormalTexture = useNormals;
this.originalClearColor = new Color();
this._oldClearColor = new Color();
this.oldClearAlpha = 1;
this.params = {
output: 0,
saoBias: 0.5,
saoIntensity: 0.18,
saoScale: 1,
saoKernelRadius: 100,
saoMinResolution: 0,
saoBlur: true,
saoBlurRadius: 8,
saoBlurStdDev: 4,
saoBlurDepthCutoff: 0.01
};
this.resolution = new Vector2( resolution.x, resolution.y );
this.saoRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBAFormat
} );
this.blurIntermediateRenderTarget = this.saoRenderTarget.clone();
this.beautyRenderTarget = this.saoRenderTarget.clone();
this.normalRenderTarget = new WebGLRenderTarget( this.resolution.x, this.resolution.y, {
minFilter: NearestFilter,
magFilter: NearestFilter,
format: RGBAFormat
} );
this.depthRenderTarget = this.normalRenderTarget.clone();
let depthTexture;
if ( this.supportsDepthTextureExtension ) {
depthTexture = new DepthTexture();
depthTexture.type = UnsignedShortType;
this.beautyRenderTarget.depthTexture = depthTexture;
this.beautyRenderTarget.depthBuffer = true;
}
this.depthMaterial = new MeshDepthMaterial();
this.depthMaterial.depthPacking = RGBADepthPacking;
this.depthMaterial.blending = NoBlending;
this.normalMaterial = new MeshNormalMaterial();
this.normalMaterial.blending = NoBlending;
if ( SAOShader === undefined ) {
console.error( 'THREE.SAOPass relies on SAOShader' );
}
this.saoMaterial = new ShaderMaterial( {
defines: Object.assign( {}, SAOShader.defines ),
fragmentShader: SAOShader.fragmentShader,
vertexShader: SAOShader.vertexShader,
uniforms: UniformsUtils.clone( SAOShader.uniforms )
} );
this.saoMaterial.extensions.derivatives = true;
this.saoMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
this.saoMaterial.defines[ 'NORMAL_TEXTURE' ] = this.supportsNormalTexture ? 1 : 0;
this.saoMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
this.saoMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
this.saoMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
this.saoMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
this.saoMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
this.saoMaterial.uniforms[ 'cameraProjectionMatrix' ].value = this.camera.projectionMatrix;
this.saoMaterial.blending = NoBlending;
if ( DepthLimitedBlurShader === undefined ) {
console.error( 'THREE.SAOPass relies on DepthLimitedBlurShader' );
}
this.vBlurMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
vertexShader: DepthLimitedBlurShader.vertexShader,
fragmentShader: DepthLimitedBlurShader.fragmentShader
} );
this.vBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
this.vBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
this.vBlurMaterial.uniforms[ 'tDiffuse' ].value = this.saoRenderTarget.texture;
this.vBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
this.vBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
this.vBlurMaterial.blending = NoBlending;
this.hBlurMaterial = new ShaderMaterial( {
uniforms: UniformsUtils.clone( DepthLimitedBlurShader.uniforms ),
defines: Object.assign( {}, DepthLimitedBlurShader.defines ),
vertexShader: DepthLimitedBlurShader.vertexShader,
fragmentShader: DepthLimitedBlurShader.fragmentShader
} );
this.hBlurMaterial.defines[ 'DEPTH_PACKING' ] = this.supportsDepthTextureExtension ? 0 : 1;
this.hBlurMaterial.defines[ 'PERSPECTIVE_CAMERA' ] = this.camera.isPerspectiveCamera ? 1 : 0;
this.hBlurMaterial.uniforms[ 'tDiffuse' ].value = this.blurIntermediateRenderTarget.texture;
this.hBlurMaterial.uniforms[ 'tDepth' ].value = ( this.supportsDepthTextureExtension ) ? depthTexture : this.depthRenderTarget.texture;
this.hBlurMaterial.uniforms[ 'size' ].value.set( this.resolution.x, this.resolution.y );
this.hBlurMaterial.blending = NoBlending;
if ( CopyShader === undefined ) {
console.error( 'THREE.SAOPass relies on CopyShader' );
}
this.materialCopy = new ShaderMaterial( {
uniforms: UniformsUtils.clone( CopyShader.uniforms ),
vertexShader: CopyShader.vertexShader,
fragmentShader: CopyShader.fragmentShader,
blending: NoBlending
} );
this.materialCopy.transparent = true;
this.materialCopy.depthTest = false;
this.materialCopy.depthWrite = false;
this.materialCopy.blending = CustomBlending;
this.materialCopy.blendSrc = DstColorFactor;
this.materialCopy.blendDst = ZeroFactor;
this.materialCopy.blendEquation = AddEquation;
this.materialCopy.blendSrcAlpha = DstAlphaFactor;
this.materialCopy.blendDstAlpha = ZeroFactor;
this.materialCopy.blendEquationAlpha = AddEquation;
if ( UnpackDepthRGBAShader === undefined ) {
console.error( 'THREE.SAOPass relies on UnpackDepthRGBAShader' );
}
this.depthCopy = new ShaderMaterial( {
uniforms: UniformsUtils.clone( UnpackDepthRGBAShader.uniforms ),
vertexShader: UnpackDepthRGBAShader.vertexShader,
fragmentShader: UnpackDepthRGBAShader.fragmentShader,
blending: NoBlending
} );
this.fsQuad = new FullScreenQuad( null );
}
Example #29
Source File: OutlinePass.js From Computer-Graphics with MIT License | 4 votes |
constructor( resolution, scene, camera, selectedObjects ) {
super();
this.renderScene = scene;
this.renderCamera = camera;
this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
this.visibleEdgeColor = new Color( 1, 1, 1 );
this.hiddenEdgeColor = new Color( 0.1, 0.04, 0.02 );
this.edgeGlow = 0.0;
this.usePatternTexture = false;
this.edgeThickness = 1.0;
this.edgeStrength = 3.0;
this.downSampleRatio = 2;
this.pulsePeriod = 0;
this._visibilityCache = new Map();
this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
const resx = Math.round( this.resolution.x / this.downSampleRatio );
const resy = Math.round( this.resolution.y / this.downSampleRatio );
this.renderTargetMaskBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
this.renderTargetMaskBuffer.texture.name = 'OutlinePass.mask';
this.renderTargetMaskBuffer.texture.generateMipmaps = false;
this.depthMaterial = new MeshDepthMaterial();
this.depthMaterial.side = DoubleSide;
this.depthMaterial.depthPacking = RGBADepthPacking;
this.depthMaterial.blending = NoBlending;
this.prepareMaskMaterial = this.getPrepareMaskMaterial();
this.prepareMaskMaterial.side = DoubleSide;
this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ( this.prepareMaskMaterial.fragmentShader, this.renderCamera );
this.renderTargetDepthBuffer = new WebGLRenderTarget( this.resolution.x, this.resolution.y, pars );
this.renderTargetDepthBuffer.texture.name = 'OutlinePass.depth';
this.renderTargetDepthBuffer.texture.generateMipmaps = false;
this.renderTargetMaskDownSampleBuffer = new WebGLRenderTarget( resx, resy, pars );
this.renderTargetMaskDownSampleBuffer.texture.name = 'OutlinePass.depthDownSample';
this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;
this.renderTargetBlurBuffer1 = new WebGLRenderTarget( resx, resy, pars );
this.renderTargetBlurBuffer1.texture.name = 'OutlinePass.blur1';
this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
this.renderTargetBlurBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
this.renderTargetBlurBuffer2.texture.name = 'OutlinePass.blur2';
this.renderTargetBlurBuffer2.texture.generateMipmaps = false;
this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
this.renderTargetEdgeBuffer1 = new WebGLRenderTarget( resx, resy, pars );
this.renderTargetEdgeBuffer1.texture.name = 'OutlinePass.edge1';
this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
this.renderTargetEdgeBuffer2 = new WebGLRenderTarget( Math.round( resx / 2 ), Math.round( resy / 2 ), pars );
this.renderTargetEdgeBuffer2.texture.name = 'OutlinePass.edge2';
this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;
const MAX_EDGE_THICKNESS = 4;
const MAX_EDGE_GLOW = 4;
this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS );
this.separableBlurMaterial1.uniforms[ 'texSize' ].value.set( resx, resy );
this.separableBlurMaterial1.uniforms[ 'kernelRadius' ].value = 1;
this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW );
this.separableBlurMaterial2.uniforms[ 'texSize' ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) );
this.separableBlurMaterial2.uniforms[ 'kernelRadius' ].value = MAX_EDGE_GLOW;
// Overlay material
this.overlayMaterial = this.getOverlayMaterial();
// copy material
if ( CopyShader === undefined ) console.error( 'THREE.OutlinePass relies on CopyShader' );
const copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
this.copyUniforms[ 'opacity' ].value = 1.0;
this.materialCopy = new ShaderMaterial( {
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: NoBlending,
depthTest: false,
depthWrite: false,
transparent: true
} );
this.enabled = true;
this.needsSwap = false;
this._oldClearColor = new Color();
this.oldClearAlpha = 1;
this.fsQuad = new FullScreenQuad( null );
this.tempPulseColor1 = new Color();
this.tempPulseColor2 = new Color();
this.textureMatrix = new Matrix4();
function replaceDepthToViewZ( string, camera ) {
const type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';
return string.replace( /DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ' );
}
}