/** * @author alteredq / http://alteredqualia.com/ * @author MPanknin / http://www.redplant.de/ * @author takahiro / https://github.com/takahirox * * WebGLDeferredRenderer supports two types of Deferred Renderings. * One is Classic Deferred Rendering and the other one is * Light Pre-Pass (Deferred Lighting). * Classic Deferred Rendering is default. You can use Light Pre-Pass * by calling .enableLightPrePass( true ) method. * * Dependencies * - CopyShader * - RenderPass * - ShaderPass * - EffectComposer * - FXAAShader * * TODO * - reuse existing glsl * - shadow * - optimization * - MRT (when it's available on Three.js) * - AmbientLight * - HemisphereLight * - PointLight (distance < 0) * - morphNormals * - BumpMap * - ToneMap * - envMap * - wrapAround * - addEffect */ import { AdditiveBlending, BackSide, Color, DepthStencilFormat, DepthTexture, FloatType, GreaterEqualDepth, LinearFilter, Matrix4, Mesh, NearestFilter, NoBlending, OrthographicCamera, PlaneBufferGeometry, RGBAFormat, RGBFormat, Scene, ShaderMaterial, SphereBufferGeometry, Uniform, UnsignedByteType, UnsignedInt248Type, Vector2, Vector3, Vector4, WebGLRenderTarget, WebGLRenderer } from "../../../build/three.module.js"; import { EffectComposer } from "../postprocessing/EffectComposer.js"; import { ShaderPass } from "../postprocessing/ShaderPass.js"; import { RenderPass } from "../postprocessing/RenderPass.js"; import { FXAAShader } from "../shaders/FXAAShader.js"; import { CopyShader } from "../shaders/CopyShader.js"; var WebGLDeferredRenderer = function ( parameters ) { parameters = parameters || {}; // private properties var _this = this; var _context; var _state; var _width, _height; // for Classic Deferred Rendering var _compColor; var _passColor, _passForward, _passCopy; // for Light Pre-Pass var _compReconstruction; var _passReconstruction; // for Common var _compNormalDepth, _compLight, _compFinal; var _passNormalDepth, _passLight, _passLightFullscreen, _passFinal, _passFXAA; var _depthTexture; var _currentCamera; var _lightScene, _lightFullscreenScene; var _antialias = false; var _hasTransparentObject = false; var _lightPrePass = false; var _cacheKeepAlive = false; var _tmpMaterial = new ShaderMaterial( { visible: false } ); var _tmpVector3 = new Vector3(); // scene/material/light cache for deferred rendering. // save them at the creation and release // if they're unused removeThresholdCount frames // unless _cacheKeepAlive is true. // scene.uuid -> lightScene, lightFullscreenScene var _lightScenesCache = {}; var _lightFullscreenScenesCache = {}; // object.material.uuid -> deferredMaterial or // object.material[ n ].uuid -> deferredMaterial var _normalDepthMaterialsCache = {}; var _normalDepthShininessMaterialsCache = {}; var _colorMaterialsCache = {}; var _reconstructionMaterialsCache = {}; // originalLight.uuid -> deferredLight var _deferredLightsCache = {}; // deferredLight.uuid -> deferredLightMaterial var _classicDeferredLightMaterialsCache = {}; var _lightPrePassMaterialsCache = {}; var _removeThresholdCount = 60; // deferredMaterials.uuid -> object.material or // deferredMaterials.uuid -> object.material[ n ] // save before render and release after render. var _originalMaterialsTable = {}; // object.uuid -> originalOnBeforeRender // save before render and release after render. var _originalOnBeforeRendersTable = {}; // object.material.uuid -> object.material.visible or // object.material[ i ].uuid -> object.material[ i ].visible or // save before render and release after render. var _originalVisibleTable = {}; // external properties this.renderer = undefined; this.domElement = undefined; this.forwardRendering = false; // for debug // private methods function init( parameters ) { _this.renderer = parameters.renderer !== undefined ? parameters.renderer : new WebGLRenderer(); _this.domElement = _this.renderer.domElement; _context = _this.renderer.getContext(); _state = _this.renderer.state; _width = parameters.width !== undefined ? parameters.width : _this.renderer.getSize( new Vector2() ).width; _height = parameters.height !== undefined ? parameters.height : _this.renderer.getSize( new Vector2() ).height; var antialias = parameters.antialias !== undefined ? parameters.antialias : false; if ( parameters.cacheKeepAlive !== undefined ) _cacheKeepAlive = parameters.cacheKeepAlive; initDepthTexture(); initPassNormalDepth(); initPassColor(); initPassLight(); initPassReconstruction(); initPassFinal(); _this.setSize( _width, _height ); _this.setAntialias( antialias ); _this.enableLightPrePass( false ); } function initDepthTexture() { _depthTexture = new DepthTexture( _width, _height, UnsignedInt248Type, undefined, undefined, undefined, undefined, undefined, undefined, DepthStencilFormat ); } function initPassNormalDepth() { _passNormalDepth = new RenderPass(); _passNormalDepth.clear = true; var rt = new WebGLRenderTarget( _width, _height, { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, type: FloatType, stencilBuffer: true, depthTexture: _depthTexture } ); rt.texture.generateMipamps = false; _compNormalDepth = new EffectComposer( _this.renderer, rt ); _compNormalDepth.renderToScreen = false; _compNormalDepth.addPass( _passNormalDepth ); } function initPassColor() { _passColor = new RenderPass(); _passColor.clear = true; var rt = new WebGLRenderTarget( _width, _height, { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, type: FloatType, depthTexture: _depthTexture } ); rt.texture.generateMipamps = false; _compColor = new EffectComposer( _this.renderer, rt ); _compColor.renderToScreen = false; _compColor.addPass( _passColor ); } function initPassLight() { _passLightFullscreen = new RenderPass(); _passLightFullscreen.clear = true; _passLightFullscreen.camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); _passLight = new RenderPass(); _passLight.clear = false; var rt = new WebGLRenderTarget( _width, _height, { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, type: FloatType, depthTexture: _depthTexture } ); rt.texture.generateMipamps = false; _compLight = new EffectComposer( _this.renderer, rt ); _compLight.renderToScreen = false; _compLight.addPass( _passLightFullscreen ); _compLight.addPass( _passLight ); } function initPassReconstruction() { _passReconstruction = new RenderPass(); _passReconstruction.clear = true; var rt = new WebGLRenderTarget( _width, _height, { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, type: FloatType, depthTexture: _depthTexture } ); rt.texture.generateMipamps = false; _compReconstruction = new EffectComposer( _this.renderer, rt ); _compReconstruction.renderToScreen = false; _compReconstruction.addPass( _passReconstruction ); } function initPassFinal() { _passFinal = new ShaderPass( ShaderDeferred[ 'final' ] ); _passFinal.clear = true; _passFinal.uniforms.samplerResult.value = _compLight.renderTarget2.texture; _passFinal.material.blending = NoBlending; _passFinal.material.depthWrite = false; _passFinal.material.depthTest = false; _passForward = new RenderPass(); _passForward.clear = false; _passCopy = new ShaderPass( CopyShader ); _passFXAA = new ShaderPass( FXAAShader ); var rt = new WebGLRenderTarget( _width, _height, { minFilter: NearestFilter, magFilter: LinearFilter, format: RGBFormat, type: UnsignedByteType, depthTexture: _depthTexture } ); rt.texture.generateMipamps = false; _compFinal = new EffectComposer( _this.renderer, rt ); _compFinal.addPass( _passFinal ); _compFinal.addPass( _passForward ); _compFinal.addPass( _passCopy ); _compFinal.addPass( _passFXAA ); } function initLightScene( scene ) { var lightSceneData = _lightScenesCache[ scene.uuid ]; var lightFullscreenSceneData = _lightFullscreenScenesCache[ scene.uuid ]; if ( lightSceneData === undefined ) { var s = new Scene(); s.userData.lights = {}; lightSceneData = createCacheData(); lightSceneData.scene = s; _lightScenesCache[ scene.uuid ] = lightSceneData; } if ( lightFullscreenSceneData === undefined ) { var s = new Scene(); s.userData.lights = {}; var emissiveLight = createDeferredEmissiveLight(); s.userData.emissiveLight = emissiveLight; s.add( emissiveLight ); lightFullscreenSceneData = createCacheData(); lightFullscreenSceneData.scene = s; _lightFullscreenScenesCache[ scene.uuid ] = lightFullscreenSceneData; } lightSceneData.used = true; lightFullscreenSceneData.used = true; var lightScene = lightSceneData.scene; var lightFullscreenScene = lightFullscreenSceneData.scene; // emissiveLight is only for Classic Deferred Rendering lightFullscreenScene.userData.emissiveLight.visible = ! _lightPrePass; _lightScene = lightScene; _lightFullscreenScene = lightFullscreenScene; } function getMaterialFromCacheOrCreate( originalMaterial, cache, createFunc, updateFunc ) { var data = cache[ originalMaterial.uuid ]; if ( data === undefined ) { data = createCacheData(); data.material = createFunc( originalMaterial ); cache[ originalMaterial.uuid ] = data; } data.used = true; updateFunc( data.material, originalMaterial ); _originalMaterialsTable[ data.material.uuid ] = originalMaterial; return data.material; } function overrideMaterialAndOnBeforeRender( object, getMaterialFunc, onBeforeRender ) { if ( object.material === undefined ) return; if ( Array.isArray( object.material ) ) { for ( var i = 0, il = object.material.length; i < il; i ++ ) { object.material[ i ] = getMaterialFunc( object.material[ i ] ); } } else { object.material = getMaterialFunc( object.material ); } object.onBeforeRender = onBeforeRender; } function restoreOriginalMaterial( object ) { if ( object.material === undefined ) return; if ( Array.isArray( object.material ) ) { for ( var i = 0, il = object.material.length; i < il; i ++ ) { object.material[ i ] = _originalMaterialsTable[ object.material[ i ].uuid ]; } } else { object.material = _originalMaterialsTable[ object.material.uuid ]; } } function setMaterialNormalDepth( object ) { overrideMaterialAndOnBeforeRender( object, getNormalDepthMaterial, updateDeferredNormalDepthUniforms ); } function getNormalDepthMaterial( originalMaterial ) { return getMaterialFromCacheOrCreate( originalMaterial, ( _lightPrePass ) ? _normalDepthShininessMaterialsCache : _normalDepthMaterialsCache, createDeferredNormalDepthMaterial, updateDeferredNormalDepthMaterial ); } function createDeferredNormalDepthMaterial() { var shader = ( _lightPrePass ) ? ShaderDeferred[ 'normalDepthShininess' ] : ShaderDeferred[ 'normalDepth' ]; return new ShaderMaterial( { uniforms: Object.assign( {}, shader.uniforms ), fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, blending: NoBlending } ); } function updateDeferredNormalDepthMaterial( material, originalMaterial ) { if ( originalMaterial.skinning !== undefined ) material.skinning = originalMaterial.skinning; if ( originalMaterial.morphTargets !== undefined ) material.morphTargets = originalMaterial.morphTargets; if ( originalMaterial.visible === true ) { material.visible = ! originalMaterial.transparent; } else { material.visible = false; } } function updateDeferredNormalDepthUniforms( renderer, scene, camera, geometry, material ) { if ( ! _lightPrePass ) return; var originalMaterial = _originalMaterialsTable[ material.uuid ]; if ( originalMaterial === undefined || originalMaterial.shininess === undefined ) return; material.uniforms.shininess.value = originalMaterial.shininess; } function setMaterialColor( object ) { overrideMaterialAndOnBeforeRender( object, getColorMaterial, updateDeferredColorUniforms ); } function getColorMaterial( originalMaterial ) { return getMaterialFromCacheOrCreate( originalMaterial, _colorMaterialsCache, createDeferredColorMaterial, updateDeferredColorMaterial ); } function createDeferredColorMaterial( originalMaterial ) { var shader = ShaderDeferred[ 'color' ]; var material = new ShaderMaterial( { uniforms: Object.assign( {}, shader.uniforms ), fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, blending: NoBlending } ); if ( originalMaterial.map !== undefined ) material.map = originalMaterial.map; return material; } function updateDeferredColorMaterial( material, originalMaterial ) { if ( originalMaterial.map !== undefined ) material.map = originalMaterial.map; if ( originalMaterial.skinning !== undefined ) material.skinning = originalMaterial.skinning; if ( originalMaterial.morphTargets !== undefined ) material.morphTargets = originalMaterial.morphTargets; if ( originalMaterial.visible === true ) { material.visible = ! originalMaterial.transparent; } else { material.visible = false; } } function updateDeferredColorUniforms( renderer, scene, camera, geometry, material ) { var originalMaterial = _originalMaterialsTable[ material.uuid ]; var uniforms = material.uniforms; var diffuse, emissive; if ( originalMaterial.isMeshBasicMaterial === true ) { emissive = originalMaterial.color; } else { diffuse = originalMaterial.color; emissive = originalMaterial.emissive; } var specular = originalMaterial.specular; var shininess = originalMaterial.shininess; var map = originalMaterial.map; if ( diffuse !== undefined ) uniforms.diffuse.value.copy( diffuse ); if ( emissive !== undefined ) uniforms.emissive.value.copy( emissive ); if ( specular !== undefined ) uniforms.specular.value.copy( specular ); if ( shininess !== undefined && uniforms.shininess !== undefined ) uniforms.shininess.value = shininess; if ( map !== undefined ) uniforms.map.value = map; } function setMaterialReconstruction( object ) { overrideMaterialAndOnBeforeRender( object, getReconstructionMaterial, updateDeferredReconstructionUniforms ); } function getReconstructionMaterial( originalMaterial ) { if ( originalMaterial.transparent === true ) { _originalMaterialsTable[ originalMaterial.uuid ] = originalMaterial; return originalMaterial; } return getMaterialFromCacheOrCreate( originalMaterial, _reconstructionMaterialsCache, createDeferredReconstructionMaterial, updateDeferredReconstructionMaterial ); } function createDeferredReconstructionMaterial( originalMaterial ) { var shader = ShaderDeferred[ 'reconstruction' ]; var material = new ShaderMaterial( { uniforms: Object.assign( {}, shader.uniforms ), fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, blending: NoBlending } ); if ( originalMaterial.map !== undefined ) material.map = originalMaterial.map; return material; } function updateDeferredReconstructionMaterial( material, originalMaterial ) { updateDeferredColorMaterial( material, originalMaterial ); } function updateDeferredReconstructionUniforms( renderer, scene, camera, geometry, material, group ) { if ( material.transparent === true ) { // 'this' is object here because this method is set as object.onBefore() var onBeforeRender = _originalOnBeforeRendersTable[ this.uuid ]; if ( onBeforeRender ) { onBeforeRender.call( this, renderer, scene, camera, geometry, material, group ); } return; } updateDeferredColorUniforms( renderer, scene, camera, geometry, material ); material.uniforms.samplerLight.value = _compLight.renderTarget2.texture; } function setVisibleForForwardRendering( object ) { if ( object.material === undefined ) return; if ( Array.isArray( object.material ) ) { for ( var i = 0, il = object.material.length; i < il; i ++ ) { if ( _originalVisibleTable[ object.material[ i ].uuid ] === undefined ) { _originalVisibleTable[ object.material[ i ].uuid ] = object.material[ i ].visible; object.material[ i ].visible = object.material[ i ].transparent && object.material[ i ].visible; } } } else { if ( _originalVisibleTable[ object.material.uuid ] === undefined ) { _originalVisibleTable[ object.material.uuid ] = object.material.visible; object.material.visible = object.material.transparent && object.material.visible; } } } function restoreVisible( object ) { if ( object.material === undefined ) return; if ( Array.isArray( object.material ) ) { for ( var i = 0, il = object.material.length; i < il; i ++ ) { object.material[ i ].visible = _originalVisibleTable[ object.material[ i ].uuid ]; } } else { object.material.visible = _originalVisibleTable[ object.material.uuid ]; } } function createDeferredEmissiveLight() { var shader = ShaderDeferred[ 'emissiveLight' ]; var material = new ShaderMaterial( { uniforms: Object.assign( {}, shader.uniforms ), vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, blending: NoBlending, depthWrite: false } ); var geometry = new PlaneBufferGeometry( 2, 2 ); var mesh = new Mesh( geometry, material ); mesh.onBeforeRender = function ( renderer, scene, camera, geometry, material ) { material.uniforms.samplerColor.value = _compColor.renderTarget2.texture; }; return mesh; } function createDeferredLight( originalLight ) { if ( originalLight.isPointLight ) { return createDeferredPointLight( originalLight ); } else if ( originalLight.isSpotLight ) { return createDeferredSpotLight( originalLight ); } else if ( originalLight.isDirectionalLight ) { return createDeferredDirectionalLight( originalLight ); } return null; } function createDeferredLightMaterial( originalLight ) { if ( originalLight.isPointLight ) { return createDeferredPointLightMaterial(); } else if ( originalLight.isSpotLight ) { return createDeferredSpotLightMaterial(); } else if ( originalLight.isDirectionalLight ) { return createDeferredDirectionalLightMaterial(); } return null; } function getDeferredLightMaterial( light ) { var cache = ( _lightPrePass ) ? _lightPrePassMaterialsCache : _classicDeferredLightMaterialsCache; var data = cache[ light.uuid ]; if ( data === undefined ) { data = createCacheData(); data.material = createDeferredLightMaterial( light.userData.originalLight ); cache[ light.uuid ] = data; } data.used = true; return data.material; } function updateDeferredLight( light ) { var originalLight = light.userData.originalLight; if ( originalLight.isPointLight ) { updateDeferredPointLight( light ); } } function createDeferredLightMesh( light, geometry ) { var mesh = new Mesh( geometry, _tmpMaterial ); mesh.userData.originalLight = light; return mesh; } function createDeferredLightShaderMaterial( shader ) { var material = new ShaderMaterial( { uniforms: Object.assign( {}, shader.uniforms ), vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: true, blending: AdditiveBlending, depthWrite: false } ); if ( _lightPrePass ) material.premultipliedAlpha = true; return material; } function updateDeferredLightCommonUniforms( uniforms ) { if ( _lightPrePass ) { uniforms.samplerNormalDepthShininess.value = _compNormalDepth.renderTarget2.texture; } else { uniforms.samplerNormalDepth.value = _compNormalDepth.renderTarget2.texture; uniforms.samplerColor.value = _compColor.renderTarget2.texture; } } function createDeferredPointLight( light ) { var mesh = createDeferredLightMesh( light, new SphereBufferGeometry( 1, 16, 8 ) ); mesh.onBeforeRender = updateDeferredPointLightUniforms; return mesh; } /* * optimization: * Renders PointLight only back face with stencil test. */ function createDeferredPointLightMaterial() { var shader = ( _lightPrePass ) ? ShaderDeferred[ 'pointLightPre' ] : ShaderDeferred[ 'pointLight' ]; var material = createDeferredLightShaderMaterial( shader ); material.side = BackSide; material.depthFunc = GreaterEqualDepth; return material; } function updateDeferredPointLight( light ) { var originalLight = light.userData.originalLight; var distance = originalLight.distance; if ( distance > 0 ) { light.scale.set( 1, 1, 1 ).multiplyScalar( distance ); light.position.setFromMatrixPosition( originalLight.matrixWorld ); } } function updateDeferredPointLightUniforms( renderer, scene, camera, geometry, material ) { var light = this; var originalLight = light.userData.originalLight; var distance = originalLight.distance; var uniforms = material.uniforms; uniforms.lightColor.value.copy( originalLight.color ); if ( distance > 0 ) { uniforms.lightRadius.value = distance; uniforms.lightIntensity.value = originalLight.intensity; uniforms.lightPositionVS.value.setFromMatrixPosition( originalLight.matrixWorld ).applyMatrix4( _currentCamera.matrixWorldInverse ); } else { uniforms.lightRadius.value = Infinity; } updateDeferredLightCommonUniforms( uniforms ); } function createDeferredSpotLight( light ) { var mesh = createDeferredLightMesh( light, new PlaneBufferGeometry( 2, 2 ) ); mesh.onBeforeRender = updateDeferredSpotLightUniforms; return mesh; } function createDeferredSpotLightMaterial() { var shader = ( _lightPrePass ) ? ShaderDeferred[ 'spotLightPre' ] : ShaderDeferred[ 'spotLight' ]; var material = createDeferredLightShaderMaterial( shader ); material.depthTest = false; return material; } function updateDeferredSpotLightUniforms() { var light = this; var originalLight = light.userData.originalLight; var uniforms = light.material.uniforms; uniforms.lightAngle.value = originalLight.angle; uniforms.lightColor.value.copy( originalLight.color ); uniforms.lightIntensity.value = originalLight.intensity; uniforms.lightPositionVS.value.setFromMatrixPosition( originalLight.matrixWorld ).applyMatrix4( _currentCamera.matrixWorldInverse ); var vec = uniforms.lightDirectionVS.value; var vec2 = _tmpVector3; vec.setFromMatrixPosition( originalLight.matrixWorld ); vec2.setFromMatrixPosition( originalLight.target.matrixWorld ); vec.sub( vec2 ).normalize().transformDirection( _currentCamera.matrixWorldInverse ); updateDeferredLightCommonUniforms( uniforms ); } function createDeferredDirectionalLight( light ) { var mesh = createDeferredLightMesh( light, new PlaneBufferGeometry( 2, 2 ) ); mesh.onBeforeRender = updateDeferredDirectionalLightUniforms; return mesh; } function createDeferredDirectionalLightMaterial() { var shader = ( _lightPrePass ) ? ShaderDeferred[ 'directionalLightPre' ] : ShaderDeferred[ 'directionalLight' ]; var material = createDeferredLightShaderMaterial( shader ); material.depthTest = false; return material; } function updateDeferredDirectionalLightUniforms() { var light = this; var originalLight = light.userData.originalLight; var uniforms = light.material.uniforms; uniforms.lightColor.value.copy( originalLight.color ); uniforms.lightIntensity.value = originalLight.intensity; var vec = uniforms.lightDirectionVS.value; var vec2 = _tmpVector3; vec.setFromMatrixPosition( originalLight.matrixWorld ); vec2.setFromMatrixPosition( originalLight.target.matrixWorld ); vec.sub( vec2 ).normalize().transformDirection( _currentCamera.matrixWorldInverse ); updateDeferredLightCommonUniforms( uniforms ); } function saveOriginalOnBeforeRenderAndCheckTransparency( object ) { if ( object.material === undefined ) return; _originalOnBeforeRendersTable[ object.uuid ] = object.onBeforeRender; // _hasTransparentObject is used only for Classic Deferred Rendering if ( _hasTransparentObject || _lightPrePass ) return; if ( ! object.visible ) return; if ( Array.isArray( object.material ) ) { for ( var i = 0, il = object.material.length; i < il; i ++ ) { if ( object.material[ i ].visible === true && object.material[ i ].transparent === true ) { _hasTransparentObject = true; break; } } } else { if ( object.material.visible === true && object.material.transparent === true ) _hasTransparentObject = true; } } function restoreOriginalOnBeforeRender( object ) { if ( object.material === undefined ) return; object.onBeforeRender = _originalOnBeforeRendersTable[ object.uuid ]; } function addDeferredLightsToLightScene( object ) { if ( object.isLight !== true ) return; var data = _deferredLightsCache[ object.uuid ]; if ( data === undefined ) { data = createCacheData(); data.light = createDeferredLight( object ); _deferredLightsCache[ object.uuid ] = data; } data.used = true; var light = data.light; if ( light === null ) return; var scene = ( object.isPointLight === true ) ? _lightScene : _lightFullscreenScene; var lights = scene.userData.lights; if ( lights[ light.uuid ] === undefined ) { scene.add( light ); lights[ light.uuid ] = { light: light, found: true }; } lights[ light.uuid ].found = true; } function updateDeferredLightsInLightScene( scene ) { var lights = scene.userData.lights; var keys = Object.keys( lights ); for ( var i = 0, il = keys.length; i < il; i ++ ) { var key = keys[ i ]; if ( lights[ key ].found === false ) { scene.remove( lights[ key ].light ); delete lights[ key ]; } else { var light = lights[ key ].light; light.material = getDeferredLightMaterial( light ); updateDeferredLight( light ); lights[ key ].found = false; } } } function updateDeferredCommonUniforms( camera ) { var uniforms = ShaderDeferredCommon[ 'commonUniforms' ]; uniforms.viewWidth.value = _width; uniforms.viewHeight.value = _height; uniforms.matProjInverse.value.getInverse( camera.projectionMatrix ); } function enableFinalPasses() { if ( _lightPrePass ) { _passForward.enabled = false; _passCopy.enabled = false; if ( _antialias ) { _passFXAA.enabled = true; } else { _passFXAA.enabled = false; } } else { if ( _hasTransparentObject ) { if ( _antialias ) { _passForward.enabled = true; _passCopy.enabled = false; _passFXAA.enabled = true; } else { _passForward.enabled = true; _passCopy.enabled = true; _passFXAA.enabled = false; } } else { if ( _antialias ) { _passForward.enabled = false; _passCopy.enabled = false; _passFXAA.enabled = true; } else { _passForward.enabled = false; _passCopy.enabled = false; _passFXAA.enabled = false; } } } } function createCacheData() { return { used: true, keepAlive: _cacheKeepAlive, count: 0 }; } function cleanupCache( cache ) { var keys = Object.keys( cache ); for ( var i = 0, il = keys.length; i < il; i ++ ) { var key = keys[ i ]; if ( cache[ key ].used === false ) { cache[ key ].count ++; if ( cache[ key ].keepAlive === false && cache[ key ].count > _removeThresholdCount ) { delete cache[ key ]; } } else { cache[ key ].used = false; cache[ key ].count = 0; } } } function cleanupTable( table ) { var keys = Object.keys( table ); for ( var i = 0, il = keys.length; i < il; i ++ ) { var key = keys[ i ]; table[ key ] = undefined; } } function cleanupCaches() { cleanupCache( _lightScenesCache ); cleanupCache( _lightFullscreenScenesCache ); cleanupCache( _normalDepthMaterialsCache ); cleanupCache( _normalDepthShininessMaterialsCache ); cleanupCache( _colorMaterialsCache ); cleanupCache( _reconstructionMaterialsCache ); cleanupCache( _classicDeferredLightMaterialsCache ); cleanupCache( _lightPrePassMaterialsCache ); cleanupCache( _deferredLightsCache ); cleanupTable( _originalMaterialsTable ); cleanupTable( _originalOnBeforeRendersTable ); cleanupTable( _originalVisibleTable ); } /* * Classic Deferred Rendering * * 1) g-buffer normal + depth pass * * RGB: normal * A: depth * * * Light Pre-Pass Rendering * * 1') g-buffer normal + depth pass + shininess * * RG: normal * B: shininess * A: depth */ function renderNormalDepth( scene, camera ) { scene.traverse( setMaterialNormalDepth ); _passNormalDepth.scene = scene; _passNormalDepth.camera = camera; _this.renderer.autoClearDepth = true; _this.renderer.autoClearStencil = true; _state.buffers.stencil.setTest( true ); _state.buffers.stencil.setFunc( _context.ALWAYS, 1, 0xffffffff ); _state.buffers.stencil.setOp( _context.REPLACE, _context.REPLACE, _context.REPLACE ); _compNormalDepth.render(); scene.traverse( restoreOriginalMaterial ); } /* * Classic Deferred Rendering * * 2) g-buffer color pass * * R: diffuse * G: emissive * B: specular * A: shininess */ function renderColor( scene, camera ) { scene.traverse( setMaterialColor ); _passColor.scene = scene; _passColor.camera = camera; _this.renderer.autoClearDepth = false; _this.renderer.autoClearStencil = false; _state.buffers.stencil.setFunc( _context.EQUAL, 1, 0xffffffff ); _state.buffers.stencil.setOp( _context.KEEP, _context.KEEP, _context.KEEP ); _compColor.render(); scene.traverse( restoreOriginalMaterial ); } /* * Classic Deferred Rendering * * 3) light pass */ function renderLight( scene, camera ) { scene.traverse( addDeferredLightsToLightScene ); updateDeferredLightsInLightScene( _lightScene ); updateDeferredLightsInLightScene( _lightFullscreenScene ); _passLight.scene = _lightScene; _passLight.camera = camera; _passLightFullscreen.scene = _lightFullscreenScene; _this.renderer.autoClearDepth = false; _this.renderer.autoClearStencil = false; _compLight.render(); _state.buffers.stencil.setTest( false ); } /* * Light Pre-Pass Rendering * * 2') Light pre pass */ function renderLightPre( scene, camera ) { scene.traverse( addDeferredLightsToLightScene ); updateDeferredLightsInLightScene( _lightScene ); updateDeferredLightsInLightScene( _lightFullscreenScene ); _passLight.scene = _lightScene; _passLight.camera = camera; _passLightFullscreen.scene = _lightFullscreenScene; _this.renderer.autoClearDepth = false; _this.renderer.autoClearStencil = false; _state.buffers.stencil.setFunc( _context.EQUAL, 1, 0xffffffff ); _state.buffers.stencil.setOp( _context.KEEP, _context.KEEP, _context.KEEP ); _compLight.render(); } /* * Light Pre-Pass Rendering * * 3') Reconstruction pass * * Transprency handling: * Here renders transparent objects with normal forward rendering. */ function renderReconstruction( scene, camera ) { scene.traverse( setMaterialReconstruction ); _passReconstruction.scene = scene; _passReconstruction.camera = camera; _this.renderer.autoClearDepth = false; _this.renderer.autoClearStencil = false; _compReconstruction.render(); _state.buffers.stencil.setTest( false ); scene.traverse( restoreOriginalMaterial ); } /* * Classic Deferred Rendering * * 4) Final pass * * transparency handling: * If there's any transparent objects, here renders them on the deferred rendering result * with normal forward rendering. This may be the easist way but heavy. * We should consider any better ways someday. * * * Light Pre-Pass Rendering * * 4') Final pass * * * Common * * antialias handling: * Here uses postprocessing FXAA for antialias. * */ function renderFinal( scene, camera ) { if ( ! _lightPrePass && _hasTransparentObject ) { scene.traverse( setVisibleForForwardRendering ); scene.traverse( restoreOriginalOnBeforeRender ); _passForward.scene = scene; _passForward.camera = camera; } enableFinalPasses(); _this.renderer.autoClearDepth = false; _this.renderer.autoClearStencil = false; _compFinal.render(); if ( ! _lightPrePass && _hasTransparentObject ) { scene.traverse( restoreVisible ); } } // external APIs this.setSize = function ( width, height ) { _width = width; _height = height; this.renderer.setSize( _width, _height ); _compNormalDepth.setSize( _width, _height ); _compColor.setSize( _width, _height ); _compLight.setSize( _width, _height ); _compReconstruction.setSize( _width, _height ); _compFinal.setSize( _width, _height ); _depthTexture.image.width = _width; _depthTexture.image.height = _height; _depthTexture.needsUpdate = true; _passFXAA.uniforms.resolution.value.set( 1 / _width, 1 / _height ); }; this.setAntialias = function ( enabled ) { _antialias = enabled; }; this.enableLightPrePass = function ( enabled ) { _lightPrePass = enabled; _passFinal.uniforms.samplerResult.value = ( _lightPrePass ) ? _compReconstruction.renderTarget2.texture : _compLight.renderTarget2.texture; }; this.render = function ( scene, camera ) { // for debug to compare with normal forward rendering if ( this.forwardRendering ) { this.renderer.render( scene, camera ); return; } var currentSceneAutoUpdate = scene.autoUpdate; var currentAutoClearColor = this.renderer.autoClearColor; var currentAutoClearDepth = this.renderer.autoClearDepth; var currentAutoClearStencil = this.renderer.autoClearStencil; _currentCamera = camera; initLightScene( scene ); scene.autoUpdate = false; scene.updateMatrixWorld(); _hasTransparentObject = false; scene.traverse( saveOriginalOnBeforeRenderAndCheckTransparency ); updateDeferredCommonUniforms( camera ); renderNormalDepth( scene, camera ); if ( _lightPrePass ) { renderLightPre( scene, camera ); renderReconstruction( scene, camera ); } else { renderColor( scene, camera ); renderLight( scene, camera ); } renderFinal( scene, camera ); scene.traverse( restoreOriginalOnBeforeRender ); cleanupCaches(); scene.autoUpdate = currentSceneAutoUpdate; this.renderer.autoClearColor = currentAutoClearColor; this.renderer.autoClearDepth = currentAutoClearDepth; this.renderer.autoClearStencil = currentAutoClearStencil; }; // initialize init( parameters ); }; var DeferredShaderChunk = { packVector3: [ "float vec3_to_float( vec3 data ) {", " const float unit = 255.0/256.0;", " highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;", " return compressed;", "}" ].join( "\n" ), unpackFloat: [ "vec3 float_to_vec3( float data ) {", " const float unit = 255.0;", " vec3 uncompressed;", " uncompressed.x = fract( data );", " float zInt = floor( data / unit );", " uncompressed.z = fract( zInt / unit );", " uncompressed.y = fract( floor( data - ( zInt * unit ) ) / unit );", " return uncompressed;", "}" ].join( "\n" ), // Refer to http://aras-p.info/texts/CompactNormalStorage.html packNormal: [ "vec2 normal_to_vec2( vec3 normal ) {", " return normal.xy / sqrt( normal.z * 8.0 + 8.0 ) + 0.5;", "}" ].join( "\n" ), unpackVector2: [ "vec3 vec2_to_normal( vec2 data ) {", " vec2 fenc = data * 4.0 - 2.0;", " float f = dot( fenc, fenc );", " float g = sqrt( 1.0 - f / 4.0 );", " vec3 normal;", " normal.xy = fenc * g;", " normal.z = 1.0 - f / 2.0;", " return normal;", "}" ].join( "\n" ), computeTextureCoord: [ "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );" ].join( "\n" ), packNormalDepth: [ "vec4 packedNormalDepth;", "packedNormalDepth.xyz = normal * 0.5 + 0.5;", "packedNormalDepth.w = position.z / position.w;" ].join( "\n" ), unpackNormalDepth: [ "vec4 normalDepthMap = texture2D( samplerNormalDepth, texCoord );", "float depth = normalDepthMap.w;", "if ( depth == 0.0 ) discard;", "vec3 normal = normalDepthMap.xyz * 2.0 - 1.0;" ].join( "\n" ), packNormalDepthShininess: [ "vec4 packedNormalDepthShininess;", "packedNormalDepthShininess.xy = normal_to_vec2( normal );", "packedNormalDepthShininess.z = shininess;", "packedNormalDepthShininess.w = position.z / position.w;" ].join( "\n" ), unpackNormalDepthShininess: [ "vec4 normalDepthMap = texture2D( samplerNormalDepthShininess, texCoord );", "float depth = normalDepthMap.w;", "if ( depth == 0.0 ) discard;", "vec3 normal = vec2_to_normal( normalDepthMap.xy );", "float shininess = normalDepthMap.z;" ].join( "\n" ), packColor: [ "vec4 packedColor;", "packedColor.x = vec3_to_float( diffuseColor.rgb );", "packedColor.y = vec3_to_float( emissiveColor );", "packedColor.z = vec3_to_float( specularColor );", "packedColor.w = shininess;" ].join( "\n" ), unpackColor: [ "vec4 colorMap = texture2D( samplerColor, texCoord );", "vec3 diffuseColor = float_to_vec3( colorMap.x );", "vec3 emissiveColor = float_to_vec3( colorMap.y );", "vec3 specularColor = float_to_vec3( colorMap.z );", "float shininess = colorMap.w;" ].join( "\n" ), packLight: [ "vec4 packedLight;", "packedLight.xyz = lightIntensity * lightColor * max( dot( lightVector, normal ), 0.0 ) * attenuation;", "packedLight.w = lightIntensity * specular * max( dot( lightVector, normal ), 0.0 ) * attenuation;" ].join( "\n" ), computeVertexPositionVS: [ "vec2 xy = texCoord * 2.0 - 1.0;", "vec4 vertexPositionProjected = vec4( xy, depth, 1.0 );", "vec4 vertexPositionVS = matProjInverse * vertexPositionProjected;", "vertexPositionVS.xyz /= vertexPositionVS.w;", "vertexPositionVS.w = 1.0;" ].join( "\n" ), // TODO: calculate schlick computeSpecular: [ "vec3 halfVector = normalize( lightVector - normalize( vertexPositionVS.xyz ) );", "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );", "float specular = 0.31830988618 * ( shininess * 0.5 + 1.0 ) * pow( dotNormalHalf, shininess );" ].join( "\n" ), combine: [ "gl_FragColor = vec4( lightIntensity * lightColor * max( dot( lightVector, normal ), 0.0 ) * ( diffuseColor + specular * specularColor ) * attenuation, 1.0 );" ].join( "\n" ) }; var ShaderDeferredCommon = { commonUniforms: { matProjInverse: new Uniform( new Matrix4() ), viewWidth: new Uniform( 800 ), viewHeight: new Uniform( 600 ) } }; var ShaderDeferred = { normalDepth: { uniforms: {}, vertexShader: [ "varying vec3 vNormal;", "varying vec4 vPosition;", "#include <morphtarget_pars_vertex>", "#include <skinning_pars_vertex>", "void main() {", "#include <begin_vertex>", "#include <beginnormal_vertex>", "#include <skinbase_vertex>", "#include <skinnormal_vertex>", "#include <defaultnormal_vertex>", "#include <morphtarget_vertex>", "#include <skinning_vertex>", "#include <project_vertex>", " vNormal = normalize( transformedNormal );", " vPosition = gl_Position;", "}" ].join( "\n" ), fragmentShader: [ "varying vec3 vNormal;", "varying vec4 vPosition;", "void main() {", " vec3 normal = vNormal;", " vec4 position = vPosition;", DeferredShaderChunk[ "packNormalDepth" ], " gl_FragColor = packedNormalDepth;", "}" ].join( "\n" ) }, color: { uniforms: { map: new Uniform( null ), offsetRepeat: new Uniform( new Vector4( 0, 0, 1, 1 ) ), diffuse: new Uniform( new Color( 0x000000 ) ), emissive: new Uniform( new Color( 0x000000 ) ), specular: new Uniform( new Color( 0x000000 ) ), shininess: new Uniform( 30.0 ) }, vertexShader: [ "#include <uv_pars_vertex>", "#include <morphtarget_pars_vertex>", "#include <skinning_pars_vertex>", "void main() {", "#include <uv_vertex>", "#include <begin_vertex>", "#include <beginnormal_vertex>", "#include <skinbase_vertex>", "#include <skinnormal_vertex>", "#include <defaultnormal_vertex>", "#include <morphtarget_vertex>", "#include <skinning_vertex>", "#include <project_vertex>", "}" ].join( "\n" ), fragmentShader: [ "uniform vec3 diffuse;", "uniform vec3 emissive;", "uniform vec3 specular;", "uniform float shininess;", "#include <uv_pars_fragment>", "#include <map_pars_fragment>", DeferredShaderChunk[ "packVector3" ], "void main() {", " vec4 diffuseColor = vec4( diffuse, 1.0 );", " vec3 emissiveColor = emissive;", " vec3 specularColor = specular;", "#include <map_fragment>", DeferredShaderChunk[ "packColor" ], " gl_FragColor = packedColor;", "}" ].join( "\n" ) }, emissiveLight: { uniforms: Object.assign( { samplerColor: new Uniform( null ) }, ShaderDeferredCommon[ 'commonUniforms' ] ), vertexShader: [ "void main() { ", " gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );", "}" ].join( '\n' ), fragmentShader: [ "uniform sampler2D samplerColor;", "uniform float viewHeight;", "uniform float viewWidth;", DeferredShaderChunk[ "unpackFloat" ], "void main() {", DeferredShaderChunk[ "computeTextureCoord" ], DeferredShaderChunk[ "unpackColor" ], " gl_FragColor = vec4( emissiveColor, 1.0 );", "}" ].join( '\n' ) }, pointLight: { uniforms: Object.assign( { samplerNormalDepth: new Uniform( null ), samplerColor: new Uniform( null ), lightColor: new Uniform( new Color( 0x000000 ) ), lightPositionVS: new Uniform( new Vector3( 0, 1, 0 ) ), lightIntensity: new Uniform( 1.0 ), lightRadius: new Uniform( 1.0 ) }, ShaderDeferredCommon[ 'commonUniforms' ] ), vertexShader: [ "void main() {", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D samplerNormalDepth;", "uniform sampler2D samplerColor;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform vec3 lightPositionVS;", "uniform float lightIntensity;", "uniform float lightRadius;", "uniform mat4 matProjInverse;", DeferredShaderChunk[ "unpackFloat" ], "void main() {", DeferredShaderChunk[ "computeTextureCoord" ], DeferredShaderChunk[ "unpackNormalDepth" ], DeferredShaderChunk[ "computeVertexPositionVS" ], " vec3 lightVector = lightPositionVS - vertexPositionVS.xyz;", " float distance = length( lightVector );", " if ( distance > lightRadius ) discard;", " lightVector = normalize( lightVector );", DeferredShaderChunk[ "unpackColor" ], DeferredShaderChunk[ "computeSpecular" ], " //float cutoff = 0.3;", " //float denom = distance / lightRadius + 1.0;", " //float attenuation = 1.0 / ( denom * denom );", " //attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );", " //attenuation = max( attenuation, 0.0 );", " //attenuation *= attenuation;", " //diffuseColor *= saturate( -distance / lightRadius + 1.0 );", " //float attenuation = 1.0;", " float attenuation = saturate( -distance / lightRadius + 1.0 );", DeferredShaderChunk[ "combine" ], "}" ].join( "\n" ) }, spotLight: { uniforms: Object.assign( { samplerNormalDepth: new Uniform( null ), samplerColor: new Uniform( null ), lightColor: new Uniform( new Color( 0x000000 ) ), lightDirectionVS: new Uniform( new Vector3( 0, 1, 0 ) ), lightPositionVS: new Uniform( new Vector3( 0, 1, 0 ) ), lightAngle: new Uniform( 1.0 ), lightIntensity: new Uniform( 1.0 ) }, ShaderDeferredCommon[ 'commonUniforms' ] ), vertexShader: [ "void main() { ", " gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D samplerNormalDepth;", "uniform sampler2D samplerColor;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform vec3 lightPositionVS;", "uniform vec3 lightDirectionVS;", "uniform float lightAngle;", "uniform float lightIntensity;", "uniform mat4 matProjInverse;", DeferredShaderChunk[ "unpackFloat" ], "void main() {", DeferredShaderChunk[ "computeTextureCoord" ], DeferredShaderChunk[ "unpackNormalDepth" ], DeferredShaderChunk[ "computeVertexPositionVS" ], DeferredShaderChunk[ "unpackColor" ], " vec3 lightVector = normalize( lightPositionVS.xyz - vertexPositionVS.xyz );", " float rho = dot( lightDirectionVS, lightVector );", " float rhoMax = cos( lightAngle );", " if ( rho <= rhoMax ) discard;", " float theta = rhoMax + 0.0001;", " float phi = rhoMax + 0.05;", " float falloff = 4.0;", " float spot = 0.0;", " if ( rho >= phi ) {", " spot = 1.0;", " } else if ( rho <= theta ) {", " spot = 0.0;", " } else { ", " spot = pow( ( rho - theta ) / ( phi - theta ), falloff );", " }", " diffuseColor *= spot;", DeferredShaderChunk[ "computeSpecular" ], " const float attenuation = 1.0;", DeferredShaderChunk[ "combine" ], "}" ].join( "\n" ) }, directionalLight: { uniforms: Object.assign( { samplerNormalDepth: new Uniform( null ), samplerColor: new Uniform( null ), lightColor: new Uniform( new Color( 0x000000 ) ), lightDirectionVS: new Uniform( new Vector3( 0, 1, 0 ) ), lightIntensity: new Uniform( 1.0 ) }, ShaderDeferredCommon[ 'commonUniforms' ] ), vertexShader: [ "void main() { ", " gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );", "}" ].join( '\n' ), fragmentShader: [ "uniform sampler2D samplerNormalDepth;", "uniform sampler2D samplerColor;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform vec3 lightDirectionVS;", "uniform float lightIntensity;", "uniform mat4 matProjInverse;", DeferredShaderChunk[ "unpackFloat" ], "void main() {", DeferredShaderChunk[ "computeTextureCoord" ], DeferredShaderChunk[ "unpackNormalDepth" ], DeferredShaderChunk[ "computeVertexPositionVS" ], DeferredShaderChunk[ "unpackColor" ], " vec3 lightVector = normalize( lightDirectionVS );", DeferredShaderChunk[ "computeSpecular" ], " const float attenuation = 1.0;", DeferredShaderChunk[ "combine" ], "}" ].join( '\n' ) }, normalDepthShininess: { uniforms: { shininess: new Uniform( 30.0 ) }, vertexShader: [ "varying vec3 vNormal;", "varying vec4 vPosition;", "#include <morphtarget_pars_vertex>", "#include <skinning_pars_vertex>", "void main() {", "#include <begin_vertex>", "#include <beginnormal_vertex>", "#include <skinbase_vertex>", "#include <skinnormal_vertex>", "#include <defaultnormal_vertex>", "#include <morphtarget_vertex>", "#include <skinning_vertex>", "#include <project_vertex>", " vNormal = normalize( transformedNormal );", " vPosition = gl_Position;", "}" ].join( "\n" ), fragmentShader: [ "varying vec3 vNormal;", "varying vec4 vPosition;", "uniform float shininess;", DeferredShaderChunk[ "packNormal" ], "void main() {", " vec3 normal = vNormal;", " vec4 position = vPosition;", DeferredShaderChunk[ "packNormalDepthShininess" ], " gl_FragColor = packedNormalDepthShininess;", "}" ].join( "\n" ) }, pointLightPre: { uniforms: Object.assign( { samplerNormalDepthShininess: new Uniform( null ), lightColor: new Uniform( new Color( 0x000000 ) ), lightPositionVS: new Uniform( new Vector3( 0, 1, 0 ) ), lightIntensity: new Uniform( 1.0 ), lightRadius: new Uniform( 1.0 ) }, ShaderDeferredCommon[ 'commonUniforms' ] ), vertexShader: [ "void main() {", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D samplerNormalDepthShininess;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform vec3 lightPositionVS;", "uniform float lightIntensity;", "uniform float lightRadius;", "uniform mat4 matProjInverse;", DeferredShaderChunk[ "unpackFloat" ], DeferredShaderChunk[ "unpackVector2" ], "void main() {", DeferredShaderChunk[ "computeTextureCoord" ], DeferredShaderChunk[ "unpackNormalDepthShininess" ], DeferredShaderChunk[ "computeVertexPositionVS" ], " vec3 lightVector = lightPositionVS - vertexPositionVS.xyz;", " float distance = length( lightVector );", " if ( distance > lightRadius ) discard;", " lightVector = normalize( lightVector );", DeferredShaderChunk[ "computeSpecular" ], " float attenuation = saturate( -distance / lightRadius + 1.0 );", DeferredShaderChunk[ "packLight" ], " gl_FragColor = packedLight;", "}" ].join( "\n" ) }, spotLightPre: { uniforms: Object.assign( { samplerNormalDepthShininess: new Uniform( null ), lightColor: new Uniform( new Color( 0x000000 ) ), lightDirectionVS: new Uniform( new Vector3( 0, 1, 0 ) ), lightPositionVS: new Uniform( new Vector3( 0, 1, 0 ) ), lightAngle: new Uniform( 1.0 ), lightIntensity: new Uniform( 1.0 ) }, ShaderDeferredCommon[ 'commonUniforms' ] ), vertexShader: [ "void main() { ", " gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D samplerNormalDepthShininess;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform vec3 lightPositionVS;", "uniform vec3 lightDirectionVS;", "uniform float lightAngle;", "uniform float lightIntensity;", "uniform mat4 matProjInverse;", DeferredShaderChunk[ "unpackFloat" ], DeferredShaderChunk[ "unpackVector2" ], "void main() {", DeferredShaderChunk[ "computeTextureCoord" ], DeferredShaderChunk[ "unpackNormalDepthShininess" ], DeferredShaderChunk[ "computeVertexPositionVS" ], " vec3 lightVector = normalize( lightPositionVS.xyz - vertexPositionVS.xyz );", " float rho = dot( lightDirectionVS, lightVector );", " float rhoMax = cos( lightAngle );", " if ( rho <= rhoMax ) discard;", " float theta = rhoMax + 0.0001;", " float phi = rhoMax + 0.05;", " float falloff = 4.0;", " float spot = 0.0;", " if ( rho >= phi ) {", " spot = 1.0;", " } else if ( rho <= theta ) {", " spot = 0.0;", " } else { ", " spot = pow( ( rho - theta ) / ( phi - theta ), falloff );", " }", DeferredShaderChunk[ "computeSpecular" ], " const float attenuation = 1.0;", DeferredShaderChunk[ "packLight" ], " gl_FragColor = spot * packedLight;", "}" ].join( "\n" ) }, directionalLightPre: { uniforms: Object.assign( { samplerNormalDepthShininess: new Uniform( null ), lightColor: new Uniform( new Color( 0x000000 ) ), lightDirectionVS: new Uniform( new Vector3( 0, 1, 0 ) ), lightIntensity: new Uniform( 1.0 ) }, ShaderDeferredCommon[ 'commonUniforms' ] ), vertexShader: [ "void main() { ", " gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );", "}" ].join( '\n' ), fragmentShader: [ "uniform sampler2D samplerNormalDepthShininess;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform vec3 lightDirectionVS;", "uniform float lightIntensity;", "uniform mat4 matProjInverse;", DeferredShaderChunk[ "unpackFloat" ], DeferredShaderChunk[ "unpackVector2" ], "void main() {", DeferredShaderChunk[ "computeTextureCoord" ], DeferredShaderChunk[ "unpackNormalDepthShininess" ], DeferredShaderChunk[ "computeVertexPositionVS" ], " vec3 lightVector = normalize( lightDirectionVS );", DeferredShaderChunk[ "computeSpecular" ], " const float attenuation = 1.0;", DeferredShaderChunk[ "packLight" ], " gl_FragColor = packedLight;", "}" ].join( '\n' ) }, reconstruction: { uniforms: Object.assign( { samplerLight: new Uniform( null ), map: new Uniform( null ), offsetRepeat: new Uniform( new Vector4( 0, 0, 1, 1 ) ), diffuse: new Uniform( new Color( 0x000000 ) ), emissive: new Uniform( new Color( 0x000000 ) ), specular: new Uniform( new Color( 0x000000 ) ), shininess: new Uniform( 30.0 ) }, ShaderDeferredCommon[ 'commonUniforms' ] ), vertexShader: [ "#include <uv_pars_vertex>", "#include <morphtarget_pars_vertex>", "#include <skinning_pars_vertex>", "void main() {", "#include <uv_vertex>", "#include <begin_vertex>", "#include <beginnormal_vertex>", "#include <skinbase_vertex>", "#include <skinnormal_vertex>", "#include <defaultnormal_vertex>", "#include <morphtarget_vertex>", "#include <skinning_vertex>", "#include <project_vertex>", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D samplerLight;", "uniform vec3 diffuse;", "uniform vec3 emissive;", "uniform vec3 specular;", "uniform float shininess;", "uniform float viewHeight;", "uniform float viewWidth;", "#include <uv_pars_fragment>", "#include <map_pars_fragment>", DeferredShaderChunk[ "unpackFloat" ], "void main() {", " vec4 diffuseColor = vec4( diffuse, 1.0 );", " vec3 emissiveColor = emissive;", " vec3 specularColor = specular;", DeferredShaderChunk[ "computeTextureCoord" ], " vec4 light = texture2D( samplerLight, texCoord );", "#include <map_fragment>", " vec3 diffuseFinal = diffuseColor.rgb * light.rgb;", " vec3 emissiveFinal = emissiveColor;", " vec3 specularFinal = specularColor * light.rgb * light.a;", " gl_FragColor = vec4( diffuseFinal + emissiveFinal + specularFinal, 1.0 );", "}" ].join( "\n" ) }, // TODO: implement tone mapping final: { uniforms: { samplerResult: new Uniform( null ) }, vertexShader: [ "varying vec2 texCoord;", "void main() {", " vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );", " texCoord = pos.xy * vec2( 0.5 ) + 0.5;", " gl_Position = pos;", "}" ].join( "\n" ), fragmentShader: [ "varying vec2 texCoord;", "uniform sampler2D samplerResult;", "void main() {", " gl_FragColor = texture2D( samplerResult, texCoord );", "}" ].join( "\n" ) } }; export { WebGLDeferredRenderer, DeferredShaderChunk, ShaderDeferredCommon, ShaderDeferred };