添加关照、全局等高线、修改图层问题
This commit is contained in:
641
static/sdk/three/jsm/postprocessing/SSRPass.js
Normal file
641
static/sdk/three/jsm/postprocessing/SSRPass.js
Normal file
@ -0,0 +1,641 @@
|
||||
import {
|
||||
AddEquation,
|
||||
Color,
|
||||
NormalBlending,
|
||||
DepthTexture,
|
||||
SrcAlphaFactor,
|
||||
OneMinusSrcAlphaFactor,
|
||||
MeshNormalMaterial,
|
||||
MeshBasicMaterial,
|
||||
NearestFilter,
|
||||
NoBlending,
|
||||
ShaderMaterial,
|
||||
UniformsUtils,
|
||||
UnsignedShortType,
|
||||
WebGLRenderTarget,
|
||||
HalfFloatType,
|
||||
} from 'three';
|
||||
import { Pass, FullScreenQuad } from './Pass.js';
|
||||
import { SSRShader } from '../shaders/SSRShader.js';
|
||||
import { SSRBlurShader } from '../shaders/SSRShader.js';
|
||||
import { SSRDepthShader } from '../shaders/SSRShader.js';
|
||||
import { CopyShader } from '../shaders/CopyShader.js';
|
||||
|
||||
class SSRPass extends Pass {
|
||||
|
||||
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,
|
||||
type: HalfFloatType,
|
||||
depthTexture: depthTexture,
|
||||
depthBuffer: true
|
||||
} );
|
||||
|
||||
//for bouncing
|
||||
this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
|
||||
minFilter: NearestFilter,
|
||||
magFilter: NearestFilter
|
||||
} );
|
||||
|
||||
// normal render target
|
||||
|
||||
this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
|
||||
minFilter: NearestFilter,
|
||||
magFilter: NearestFilter,
|
||||
type: HalfFloatType,
|
||||
} );
|
||||
|
||||
// metalness render target
|
||||
|
||||
this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
|
||||
minFilter: NearestFilter,
|
||||
magFilter: NearestFilter,
|
||||
type: HalfFloatType,
|
||||
} );
|
||||
|
||||
|
||||
|
||||
// ssr render target
|
||||
|
||||
this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
|
||||
minFilter: NearestFilter,
|
||||
magFilter: NearestFilter
|
||||
} );
|
||||
|
||||
this.blurRenderTarget = this.ssrRenderTarget.clone();
|
||||
this.blurRenderTarget2 = this.ssrRenderTarget.clone();
|
||||
// this.blurRenderTarget3 = this.ssrRenderTarget.clone();
|
||||
|
||||
// ssr material
|
||||
|
||||
this.ssrMaterial = new ShaderMaterial( {
|
||||
defines: Object.assign( {}, SSRShader.defines, {
|
||||
MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
|
||||
} ),
|
||||
uniforms: UniformsUtils.clone( SSRShader.uniforms ),
|
||||
vertexShader: SSRShader.vertexShader,
|
||||
fragmentShader: SSRShader.fragmentShader,
|
||||
blending: NoBlending
|
||||
} );
|
||||
|
||||
this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
|
||||
this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
|
||||
this.ssrMaterial.defines.SELECTIVE = this.selective;
|
||||
this.ssrMaterial.needsUpdate = true;
|
||||
this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
|
||||
this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
|
||||
this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
|
||||
this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
|
||||
this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
|
||||
this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
|
||||
this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
|
||||
this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
|
||||
|
||||
// normal material
|
||||
|
||||
this.normalMaterial = new MeshNormalMaterial();
|
||||
this.normalMaterial.blending = NoBlending;
|
||||
|
||||
// metalnessOn material
|
||||
|
||||
this.metalnessOnMaterial = new MeshBasicMaterial( {
|
||||
color: 'white'
|
||||
} );
|
||||
|
||||
// metalnessOff material
|
||||
|
||||
this.metalnessOffMaterial = new MeshBasicMaterial( {
|
||||
color: 'black'
|
||||
} );
|
||||
|
||||
// blur material
|
||||
|
||||
this.blurMaterial = new ShaderMaterial( {
|
||||
defines: Object.assign( {}, SSRBlurShader.defines ),
|
||||
uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
|
||||
vertexShader: SSRBlurShader.vertexShader,
|
||||
fragmentShader: SSRBlurShader.fragmentShader
|
||||
} );
|
||||
this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
|
||||
this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
|
||||
|
||||
// blur material 2
|
||||
|
||||
this.blurMaterial2 = new ShaderMaterial( {
|
||||
defines: Object.assign( {}, SSRBlurShader.defines ),
|
||||
uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
|
||||
vertexShader: SSRBlurShader.vertexShader,
|
||||
fragmentShader: SSRBlurShader.fragmentShader
|
||||
} );
|
||||
this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
|
||||
this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
|
||||
|
||||
// // blur material 3
|
||||
|
||||
// this.blurMaterial3 = new ShaderMaterial({
|
||||
// defines: Object.assign({}, SSRBlurShader.defines),
|
||||
// uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
|
||||
// vertexShader: SSRBlurShader.vertexShader,
|
||||
// fragmentShader: SSRBlurShader.fragmentShader
|
||||
// });
|
||||
// this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
|
||||
// this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
|
||||
|
||||
// material for rendering the depth
|
||||
|
||||
this.depthRenderMaterial = new ShaderMaterial( {
|
||||
defines: Object.assign( {}, SSRDepthShader.defines ),
|
||||
uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
|
||||
vertexShader: SSRDepthShader.vertexShader,
|
||||
fragmentShader: SSRDepthShader.fragmentShader,
|
||||
blending: NoBlending
|
||||
} );
|
||||
this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
|
||||
this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
|
||||
this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
|
||||
|
||||
// material for rendering the content of a render target
|
||||
|
||||
this.copyMaterial = new ShaderMaterial( {
|
||||
uniforms: UniformsUtils.clone( CopyShader.uniforms ),
|
||||
vertexShader: CopyShader.vertexShader,
|
||||
fragmentShader: CopyShader.fragmentShader,
|
||||
transparent: true,
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
blendSrc: SrcAlphaFactor,
|
||||
blendDst: OneMinusSrcAlphaFactor,
|
||||
blendEquation: AddEquation,
|
||||
blendSrcAlpha: SrcAlphaFactor,
|
||||
blendDstAlpha: OneMinusSrcAlphaFactor,
|
||||
blendEquationAlpha: AddEquation,
|
||||
// premultipliedAlpha:true,
|
||||
} );
|
||||
|
||||
this.fsQuad = new FullScreenQuad( null );
|
||||
|
||||
this.originalClearColor = new Color();
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
// dispose render targets
|
||||
|
||||
this.beautyRenderTarget.dispose();
|
||||
this.prevRenderTarget.dispose();
|
||||
this.normalRenderTarget.dispose();
|
||||
this.metalnessRenderTarget.dispose();
|
||||
this.ssrRenderTarget.dispose();
|
||||
this.blurRenderTarget.dispose();
|
||||
this.blurRenderTarget2.dispose();
|
||||
// this.blurRenderTarget3.dispose();
|
||||
|
||||
// dispose materials
|
||||
|
||||
this.normalMaterial.dispose();
|
||||
this.metalnessOnMaterial.dispose();
|
||||
this.metalnessOffMaterial.dispose();
|
||||
this.blurMaterial.dispose();
|
||||
this.blurMaterial2.dispose();
|
||||
this.copyMaterial.dispose();
|
||||
this.depthRenderMaterial.dispose();
|
||||
|
||||
// dipsose full screen quad
|
||||
|
||||
this.fsQuad.dispose();
|
||||
|
||||
}
|
||||
|
||||
render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
|
||||
|
||||
// render beauty and depth
|
||||
|
||||
renderer.setRenderTarget( this.beautyRenderTarget );
|
||||
renderer.clear();
|
||||
if ( this.groundReflector ) {
|
||||
|
||||
this.groundReflector.visible = false;
|
||||
this.groundReflector.doRender( this.renderer, this.scene, this.camera );
|
||||
this.groundReflector.visible = true;
|
||||
|
||||
}
|
||||
|
||||
renderer.render( this.scene, this.camera );
|
||||
if ( this.groundReflector ) this.groundReflector.visible = false;
|
||||
|
||||
// render normals
|
||||
|
||||
this.renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
|
||||
|
||||
// render metalnesses
|
||||
|
||||
if ( this.selective ) {
|
||||
|
||||
this.renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
|
||||
|
||||
}
|
||||
|
||||
// render SSR
|
||||
|
||||
this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
|
||||
this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
|
||||
this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
|
||||
this.renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
|
||||
|
||||
|
||||
// render blur
|
||||
|
||||
if ( this.blur ) {
|
||||
|
||||
this.renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
|
||||
this.renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
|
||||
// this.renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
|
||||
|
||||
}
|
||||
|
||||
// output result to screen
|
||||
|
||||
switch ( this.output ) {
|
||||
|
||||
case SSRPass.OUTPUT.Default:
|
||||
|
||||
if ( this.bouncing ) {
|
||||
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
|
||||
this.copyMaterial.blending = NoBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
|
||||
|
||||
if ( this.blur )
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
|
||||
else
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
|
||||
this.copyMaterial.blending = NormalBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
|
||||
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
|
||||
this.copyMaterial.blending = NoBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
|
||||
|
||||
} else {
|
||||
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
|
||||
this.copyMaterial.blending = NoBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
|
||||
|
||||
if ( this.blur )
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
|
||||
else
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
|
||||
this.copyMaterial.blending = NormalBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
|
||||
|
||||
}
|
||||
|
||||
break;
|
||||
case SSRPass.OUTPUT.SSR:
|
||||
|
||||
if ( this.blur )
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
|
||||
else
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
|
||||
this.copyMaterial.blending = NoBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
|
||||
|
||||
if ( this.bouncing ) {
|
||||
|
||||
if ( this.blur )
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
|
||||
else
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
|
||||
this.copyMaterial.blending = NoBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
|
||||
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
|
||||
this.copyMaterial.blending = NormalBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
|
||||
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case SSRPass.OUTPUT.Beauty:
|
||||
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
|
||||
this.copyMaterial.blending = NoBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
|
||||
|
||||
break;
|
||||
|
||||
case SSRPass.OUTPUT.Depth:
|
||||
|
||||
this.renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
|
||||
|
||||
break;
|
||||
|
||||
case SSRPass.OUTPUT.Normal:
|
||||
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
|
||||
this.copyMaterial.blending = NoBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
|
||||
|
||||
break;
|
||||
|
||||
case SSRPass.OUTPUT.Metalness:
|
||||
|
||||
this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
|
||||
this.copyMaterial.blending = NoBlending;
|
||||
this.renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
console.warn( 'THREE.SSRPass: Unknown output type.' );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
|
||||
|
||||
// save original state
|
||||
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
|
||||
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
|
||||
const originalAutoClear = renderer.autoClear;
|
||||
|
||||
renderer.setRenderTarget( renderTarget );
|
||||
|
||||
// setup pass state
|
||||
renderer.autoClear = false;
|
||||
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
|
||||
|
||||
renderer.setClearColor( clearColor );
|
||||
renderer.setClearAlpha( clearAlpha || 0.0 );
|
||||
renderer.clear();
|
||||
|
||||
}
|
||||
|
||||
this.fsQuad.material = passMaterial;
|
||||
this.fsQuad.render( renderer );
|
||||
|
||||
// restore original state
|
||||
renderer.autoClear = originalAutoClear;
|
||||
renderer.setClearColor( this.originalClearColor );
|
||||
renderer.setClearAlpha( originalClearAlpha );
|
||||
|
||||
}
|
||||
|
||||
renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
|
||||
|
||||
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
|
||||
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
|
||||
const originalAutoClear = renderer.autoClear;
|
||||
|
||||
renderer.setRenderTarget( renderTarget );
|
||||
renderer.autoClear = false;
|
||||
|
||||
clearColor = overrideMaterial.clearColor || clearColor;
|
||||
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
|
||||
|
||||
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
|
||||
|
||||
renderer.setClearColor( clearColor );
|
||||
renderer.setClearAlpha( clearAlpha || 0.0 );
|
||||
renderer.clear();
|
||||
|
||||
}
|
||||
|
||||
this.scene.overrideMaterial = overrideMaterial;
|
||||
renderer.render( this.scene, this.camera );
|
||||
this.scene.overrideMaterial = null;
|
||||
|
||||
// restore original state
|
||||
|
||||
renderer.autoClear = originalAutoClear;
|
||||
renderer.setClearColor( this.originalClearColor );
|
||||
renderer.setClearAlpha( originalClearAlpha );
|
||||
|
||||
}
|
||||
|
||||
renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
|
||||
|
||||
this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
|
||||
const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
|
||||
const originalAutoClear = renderer.autoClear;
|
||||
|
||||
renderer.setRenderTarget( renderTarget );
|
||||
renderer.autoClear = false;
|
||||
|
||||
clearColor = overrideMaterial.clearColor || clearColor;
|
||||
clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
|
||||
|
||||
if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
|
||||
|
||||
renderer.setClearColor( clearColor );
|
||||
renderer.setClearAlpha( clearAlpha || 0.0 );
|
||||
renderer.clear();
|
||||
|
||||
}
|
||||
|
||||
this.scene.traverseVisible( child => {
|
||||
|
||||
child._SSRPassBackupMaterial = child.material;
|
||||
if ( this._selects.includes( child ) ) {
|
||||
|
||||
child.material = this.metalnessOnMaterial;
|
||||
|
||||
} else {
|
||||
|
||||
child.material = this.metalnessOffMaterial;
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
renderer.render( this.scene, this.camera );
|
||||
this.scene.traverseVisible( child => {
|
||||
|
||||
child.material = child._SSRPassBackupMaterial;
|
||||
|
||||
} );
|
||||
|
||||
// restore original state
|
||||
|
||||
renderer.autoClear = originalAutoClear;
|
||||
renderer.setClearColor( this.originalClearColor );
|
||||
renderer.setClearAlpha( originalClearAlpha );
|
||||
|
||||
}
|
||||
|
||||
setSize( width, height ) {
|
||||
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
|
||||
this.ssrMaterial.needsUpdate = true;
|
||||
this.beautyRenderTarget.setSize( width, height );
|
||||
this.prevRenderTarget.setSize( width, height );
|
||||
this.ssrRenderTarget.setSize( width, height );
|
||||
this.normalRenderTarget.setSize( width, height );
|
||||
this.metalnessRenderTarget.setSize( width, height );
|
||||
this.blurRenderTarget.setSize( width, height );
|
||||
this.blurRenderTarget2.setSize( width, height );
|
||||
// this.blurRenderTarget3.setSize(width, height);
|
||||
|
||||
this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
|
||||
this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
|
||||
this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
|
||||
|
||||
this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
|
||||
this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
SSRPass.OUTPUT = {
|
||||
'Default': 0,
|
||||
'SSR': 1,
|
||||
'Beauty': 3,
|
||||
'Depth': 4,
|
||||
'Normal': 5,
|
||||
'Metalness': 7,
|
||||
};
|
||||
|
||||
export { SSRPass };
|
Reference in New Issue
Block a user