Buckets:
| import { | |
| AddEquation, | |
| Color, | |
| NormalBlending, | |
| DepthTexture, | |
| SrcAlphaFactor, | |
| OneMinusSrcAlphaFactor, | |
| MeshNormalMaterial, | |
| MeshBasicMaterial, | |
| NearestFilter, | |
| NoBlending, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| UnsignedShortType, | |
| WebGLRenderTarget, | |
| HalfFloatType, | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { SSRBlurShader, SSRDepthShader, SSRShader } from '../shaders/SSRShader.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| /** | |
| * A pass for a basic SSR effect. | |
| * | |
| * ```js | |
| * const ssrPass = new SSRPass( { | |
| * renderer, | |
| * scene, | |
| * camera, | |
| * width: innerWidth, | |
| * height: innerHeight | |
| * } ); | |
| * composer.addPass( ssrPass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { SSRPass } from 'three/addons/postprocessing/SSRPass.js'; | |
| */ | |
| class SSRPass extends Pass { | |
| /** | |
| * Constructs a new SSR pass. | |
| * | |
| * @param {SSRPass~Options} options - The pass options. | |
| */ | |
| constructor( { renderer, scene, camera, width = 512, height = 512, selects = null, bouncing = false, groundReflector = null } ) { | |
| super(); | |
| /** | |
| * The width of the effect. | |
| * | |
| * @type {number} | |
| * @default 512 | |
| */ | |
| this.width = width; | |
| /** | |
| * The height of the effect. | |
| * | |
| * @type {number} | |
| * @default 512 | |
| */ | |
| this.height = height; | |
| /** | |
| * Overwritten to perform a clear operation by default. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| this.clear = true; | |
| /** | |
| * The renderer. | |
| * | |
| * @type {WebGLRenderer} | |
| */ | |
| this.renderer = renderer; | |
| /** | |
| * The scene to render. | |
| * | |
| * @type {Scene} | |
| */ | |
| this.scene = scene; | |
| /** | |
| * The camera. | |
| * | |
| * @type {Camera} | |
| */ | |
| this.camera = camera; | |
| /** | |
| * The ground reflector. | |
| * | |
| * @type {?ReflectorForSSRPass} | |
| * @default 0 | |
| */ | |
| this.groundReflector = groundReflector; | |
| /** | |
| * The opacity. | |
| * | |
| * @type {number} | |
| * @default 0.5 | |
| */ | |
| this.opacity = SSRShader.uniforms.opacity.value; | |
| /** | |
| * The output configuration. | |
| * | |
| * @type {number} | |
| * @default 0 | |
| */ | |
| this.output = 0; | |
| /** | |
| * Controls how far a fragment can reflect. | |
| * | |
| * @type {number} | |
| * @default 180 | |
| */ | |
| this.maxDistance = SSRShader.uniforms.maxDistance.value; | |
| /** | |
| * Controls the cutoff between what counts as a | |
| * possible reflection hit and what does not. | |
| * | |
| * @type {number} | |
| * @default .018 | |
| */ | |
| this.thickness = SSRShader.uniforms.thickness.value; | |
| this.tempColor = new Color(); | |
| this._selects = selects; | |
| /** | |
| * Whether the pass is selective or not. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.selective = Array.isArray( this._selects ); | |
| /** | |
| * Which 3D objects should be affected by SSR. If not set, the entire scene is affected. | |
| * | |
| * @name SSRPass#selects | |
| * @type {?Array<Object3D>} | |
| * @default null | |
| */ | |
| Object.defineProperty( this, 'selects', { | |
| get() { | |
| return this._selects; | |
| }, | |
| set( val ) { | |
| if ( this._selects === val ) return; | |
| this._selects = val; | |
| if ( Array.isArray( val ) ) { | |
| this.selective = true; | |
| this.ssrMaterial.defines.SELECTIVE = true; | |
| this.ssrMaterial.needsUpdate = true; | |
| } else { | |
| this.selective = false; | |
| this.ssrMaterial.defines.SELECTIVE = false; | |
| this.ssrMaterial.needsUpdate = true; | |
| } | |
| } | |
| } ); | |
| this._bouncing = bouncing; | |
| /** | |
| * Whether bouncing is enabled or not. | |
| * | |
| * @name SSRPass#bouncing | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| Object.defineProperty( this, 'bouncing', { | |
| get() { | |
| return this._bouncing; | |
| }, | |
| set( val ) { | |
| if ( this._bouncing === val ) return; | |
| this._bouncing = val; | |
| if ( val ) { | |
| this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture; | |
| } else { | |
| this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
| } | |
| } | |
| } ); | |
| /** | |
| * Whether to blur reflections or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| this.blur = true; | |
| this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION; | |
| /** | |
| * Whether to use distance attenuation or not. | |
| * | |
| * @name SSRPass#distanceAttenuation | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| Object.defineProperty( this, 'distanceAttenuation', { | |
| get() { | |
| return this._distanceAttenuation; | |
| }, | |
| set( val ) { | |
| if ( this._distanceAttenuation === val ) return; | |
| this._distanceAttenuation = val; | |
| this.ssrMaterial.defines.DISTANCE_ATTENUATION = val; | |
| this.ssrMaterial.needsUpdate = true; | |
| } | |
| } ); | |
| this._fresnel = SSRShader.defines.FRESNEL; | |
| /** | |
| * Whether to use fresnel or not. | |
| * | |
| * @name SSRPass#fresnel | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| Object.defineProperty( this, 'fresnel', { | |
| get() { | |
| return this._fresnel; | |
| }, | |
| set( val ) { | |
| if ( this._fresnel === val ) return; | |
| this._fresnel = val; | |
| this.ssrMaterial.defines.FRESNEL = val; | |
| this.ssrMaterial.needsUpdate = true; | |
| } | |
| } ); | |
| this._infiniteThick = SSRShader.defines.INFINITE_THICK; | |
| /** | |
| * Whether to use infinite thickness or not. | |
| * | |
| * @name SSRPass#infiniteThick | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| Object.defineProperty( this, 'infiniteThick', { | |
| get() { | |
| return this._infiniteThick; | |
| }, | |
| set( val ) { | |
| if ( this._infiniteThick === val ) return; | |
| this._infiniteThick = val; | |
| this.ssrMaterial.defines.INFINITE_THICK = val; | |
| this.ssrMaterial.needsUpdate = true; | |
| } | |
| } ); | |
| // beauty render target with depth buffer | |
| const depthTexture = new DepthTexture(); | |
| depthTexture.type = UnsignedShortType; | |
| depthTexture.minFilter = NearestFilter; | |
| depthTexture.magFilter = NearestFilter; | |
| this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
| minFilter: NearestFilter, | |
| magFilter: NearestFilter, | |
| type: HalfFloatType, | |
| depthTexture: depthTexture, | |
| depthBuffer: true | |
| } ); | |
| //for bouncing | |
| this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
| minFilter: NearestFilter, | |
| magFilter: NearestFilter | |
| } ); | |
| // normal render target | |
| this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
| minFilter: NearestFilter, | |
| magFilter: NearestFilter, | |
| type: HalfFloatType, | |
| } ); | |
| // metalness render target | |
| this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
| minFilter: NearestFilter, | |
| magFilter: NearestFilter, | |
| type: HalfFloatType, | |
| } ); | |
| // ssr render target | |
| this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, { | |
| minFilter: NearestFilter, | |
| magFilter: NearestFilter | |
| } ); | |
| this.blurRenderTarget = this.ssrRenderTarget.clone(); | |
| this.blurRenderTarget2 = this.ssrRenderTarget.clone(); | |
| // this.blurRenderTarget3 = this.ssrRenderTarget.clone(); | |
| // ssr material | |
| this.ssrMaterial = new ShaderMaterial( { | |
| defines: Object.assign( {}, SSRShader.defines, { | |
| MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height ) | |
| } ), | |
| uniforms: UniformsUtils.clone( SSRShader.uniforms ), | |
| vertexShader: SSRShader.vertexShader, | |
| fragmentShader: SSRShader.fragmentShader, | |
| blending: NoBlending | |
| } ); | |
| this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
| this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture; | |
| this.ssrMaterial.defines.SELECTIVE = this.selective; | |
| this.ssrMaterial.needsUpdate = true; | |
| this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture; | |
| this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture; | |
| this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; | |
| this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; | |
| this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness; | |
| this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); | |
| this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix ); | |
| this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); | |
| // normal material | |
| this.normalMaterial = new MeshNormalMaterial(); | |
| this.normalMaterial.blending = NoBlending; | |
| // metalnessOn material | |
| this.metalnessOnMaterial = new MeshBasicMaterial( { | |
| color: 'white' | |
| } ); | |
| // metalnessOff material | |
| this.metalnessOffMaterial = new MeshBasicMaterial( { | |
| color: 'black' | |
| } ); | |
| // blur material | |
| this.blurMaterial = new ShaderMaterial( { | |
| defines: Object.assign( {}, SSRBlurShader.defines ), | |
| uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ), | |
| vertexShader: SSRBlurShader.vertexShader, | |
| fragmentShader: SSRBlurShader.fragmentShader | |
| } ); | |
| this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
| this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height ); | |
| // blur material 2 | |
| this.blurMaterial2 = new ShaderMaterial( { | |
| defines: Object.assign( {}, SSRBlurShader.defines ), | |
| uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ), | |
| vertexShader: SSRBlurShader.vertexShader, | |
| fragmentShader: SSRBlurShader.fragmentShader | |
| } ); | |
| this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture; | |
| this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height ); | |
| // // blur material 3 | |
| // this.blurMaterial3 = new ShaderMaterial({ | |
| // defines: Object.assign({}, SSRBlurShader.defines), | |
| // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms), | |
| // vertexShader: SSRBlurShader.vertexShader, | |
| // fragmentShader: SSRBlurShader.fragmentShader | |
| // }); | |
| // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture; | |
| // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height); | |
| // material for rendering the depth | |
| this.depthRenderMaterial = new ShaderMaterial( { | |
| defines: Object.assign( {}, SSRDepthShader.defines ), | |
| uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ), | |
| vertexShader: SSRDepthShader.vertexShader, | |
| fragmentShader: SSRDepthShader.fragmentShader, | |
| blending: NoBlending | |
| } ); | |
| this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture; | |
| this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near; | |
| this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far; | |
| // material for rendering the content of a render target | |
| this.copyMaterial = new ShaderMaterial( { | |
| uniforms: UniformsUtils.clone( CopyShader.uniforms ), | |
| vertexShader: CopyShader.vertexShader, | |
| fragmentShader: CopyShader.fragmentShader, | |
| transparent: true, | |
| depthTest: false, | |
| depthWrite: false, | |
| blendSrc: SrcAlphaFactor, | |
| blendDst: OneMinusSrcAlphaFactor, | |
| blendEquation: AddEquation, | |
| blendSrcAlpha: SrcAlphaFactor, | |
| blendDstAlpha: OneMinusSrcAlphaFactor, | |
| blendEquationAlpha: AddEquation, | |
| // premultipliedAlpha:true, | |
| } ); | |
| this.fsQuad = new FullScreenQuad( null ); | |
| this.originalClearColor = new Color(); | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever the pass is no longer used in your app. | |
| */ | |
| dispose() { | |
| // dispose render targets | |
| this.beautyRenderTarget.dispose(); | |
| this.prevRenderTarget.dispose(); | |
| this.normalRenderTarget.dispose(); | |
| this.metalnessRenderTarget.dispose(); | |
| this.ssrRenderTarget.dispose(); | |
| this.blurRenderTarget.dispose(); | |
| this.blurRenderTarget2.dispose(); | |
| // this.blurRenderTarget3.dispose(); | |
| // dispose materials | |
| this.normalMaterial.dispose(); | |
| this.metalnessOnMaterial.dispose(); | |
| this.metalnessOffMaterial.dispose(); | |
| this.blurMaterial.dispose(); | |
| this.blurMaterial2.dispose(); | |
| this.copyMaterial.dispose(); | |
| this.depthRenderMaterial.dispose(); | |
| // dispose full screen quad | |
| this.fsQuad.dispose(); | |
| } | |
| /** | |
| * Performs the SSR pass. | |
| * | |
| * @param {WebGLRenderer} renderer - The renderer. | |
| * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering | |
| * destination for the pass. | |
| * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the | |
| * previous pass from this buffer. | |
| * @param {number} deltaTime - The delta time in seconds. | |
| * @param {boolean} maskActive - Whether masking is active or not. | |
| */ | |
| render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) { | |
| // render beauty and depth | |
| renderer.setRenderTarget( this.beautyRenderTarget ); | |
| renderer.clear(); | |
| if ( this.groundReflector ) { | |
| this.groundReflector.visible = false; | |
| this.groundReflector.doRender( this.renderer, this.scene, this.camera ); | |
| this.groundReflector.visible = true; | |
| } | |
| renderer.render( this.scene, this.camera ); | |
| if ( this.groundReflector ) this.groundReflector.visible = false; | |
| // render normals | |
| this._renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 ); | |
| // render metalnesses | |
| if ( this.selective ) { | |
| this._renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 ); | |
| } | |
| // render SSR | |
| this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity; | |
| this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance; | |
| this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness; | |
| this._renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget ); | |
| // render blur | |
| if ( this.blur ) { | |
| this._renderPass( renderer, this.blurMaterial, this.blurRenderTarget ); | |
| this._renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 ); | |
| // this._renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3); | |
| } | |
| // output result to screen | |
| switch ( this.output ) { | |
| case SSRPass.OUTPUT.Default: | |
| if ( this.bouncing ) { | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
| this.copyMaterial.blending = NoBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget ); | |
| if ( this.blur ) | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; | |
| else | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
| this.copyMaterial.blending = NormalBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget ); | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture; | |
| this.copyMaterial.blending = NoBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
| } else { | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
| this.copyMaterial.blending = NoBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
| if ( this.blur ) | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; | |
| else | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
| this.copyMaterial.blending = NormalBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
| } | |
| break; | |
| case SSRPass.OUTPUT.SSR: | |
| if ( this.blur ) | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; | |
| else | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
| this.copyMaterial.blending = NoBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
| if ( this.bouncing ) { | |
| if ( this.blur ) | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture; | |
| else | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
| this.copyMaterial.blending = NoBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget ); | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture; | |
| this.copyMaterial.blending = NormalBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget ); | |
| } | |
| break; | |
| case SSRPass.OUTPUT.Beauty: | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture; | |
| this.copyMaterial.blending = NoBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
| break; | |
| case SSRPass.OUTPUT.Depth: | |
| this._renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer ); | |
| break; | |
| case SSRPass.OUTPUT.Normal: | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture; | |
| this.copyMaterial.blending = NoBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
| break; | |
| case SSRPass.OUTPUT.Metalness: | |
| this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture; | |
| this.copyMaterial.blending = NoBlending; | |
| this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer ); | |
| break; | |
| default: | |
| console.warn( 'THREE.SSRPass: Unknown output type.' ); | |
| } | |
| } | |
| /** | |
| * Sets the size of the pass. | |
| * | |
| * @param {number} width - The width to set. | |
| * @param {number} height - The width to set. | |
| */ | |
| setSize( width, height ) { | |
| this.width = width; | |
| this.height = height; | |
| this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height ); | |
| this.ssrMaterial.needsUpdate = true; | |
| this.beautyRenderTarget.setSize( width, height ); | |
| this.prevRenderTarget.setSize( width, height ); | |
| this.ssrRenderTarget.setSize( width, height ); | |
| this.normalRenderTarget.setSize( width, height ); | |
| this.metalnessRenderTarget.setSize( width, height ); | |
| this.blurRenderTarget.setSize( width, height ); | |
| this.blurRenderTarget2.setSize( width, height ); | |
| // this.blurRenderTarget3.setSize(width, height); | |
| this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height ); | |
| this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix ); | |
| this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse ); | |
| this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height ); | |
| this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height ); | |
| } | |
| // internals | |
| _renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) { | |
| // save original state | |
| this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) ); | |
| const originalClearAlpha = renderer.getClearAlpha( this.tempColor ); | |
| const originalAutoClear = renderer.autoClear; | |
| renderer.setRenderTarget( renderTarget ); | |
| // setup pass state | |
| renderer.autoClear = false; | |
| if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) { | |
| renderer.setClearColor( clearColor ); | |
| renderer.setClearAlpha( clearAlpha || 0.0 ); | |
| renderer.clear(); | |
| } | |
| this.fsQuad.material = passMaterial; | |
| this.fsQuad.render( renderer ); | |
| // restore original state | |
| renderer.autoClear = originalAutoClear; | |
| renderer.setClearColor( this.originalClearColor ); | |
| renderer.setClearAlpha( originalClearAlpha ); | |
| } | |
| _renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) { | |
| this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) ); | |
| const originalClearAlpha = renderer.getClearAlpha( this.tempColor ); | |
| const originalAutoClear = renderer.autoClear; | |
| renderer.setRenderTarget( renderTarget ); | |
| renderer.autoClear = false; | |
| clearColor = overrideMaterial.clearColor || clearColor; | |
| clearAlpha = overrideMaterial.clearAlpha || clearAlpha; | |
| if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) { | |
| renderer.setClearColor( clearColor ); | |
| renderer.setClearAlpha( clearAlpha || 0.0 ); | |
| renderer.clear(); | |
| } | |
| this.scene.overrideMaterial = overrideMaterial; | |
| renderer.render( this.scene, this.camera ); | |
| this.scene.overrideMaterial = null; | |
| // restore original state | |
| renderer.autoClear = originalAutoClear; | |
| renderer.setClearColor( this.originalClearColor ); | |
| renderer.setClearAlpha( originalClearAlpha ); | |
| } | |
| _renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) { | |
| this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) ); | |
| const originalClearAlpha = renderer.getClearAlpha( this.tempColor ); | |
| const originalAutoClear = renderer.autoClear; | |
| const originalBackground = this.scene.background; | |
| const originalFog = this.scene.fog; | |
| renderer.setRenderTarget( renderTarget ); | |
| renderer.autoClear = false; | |
| this.scene.background = null; | |
| this.scene.fog = null; | |
| clearColor = overrideMaterial.clearColor || clearColor; | |
| clearAlpha = overrideMaterial.clearAlpha || clearAlpha; | |
| if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) { | |
| renderer.setClearColor( clearColor ); | |
| renderer.setClearAlpha( clearAlpha || 0.0 ); | |
| renderer.clear(); | |
| } | |
| this.scene.traverseVisible( child => { | |
| child._SSRPassBackupMaterial = child.material; | |
| if ( this._selects.includes( child ) ) { | |
| child.material = this.metalnessOnMaterial; | |
| } else { | |
| child.material = this.metalnessOffMaterial; | |
| } | |
| } ); | |
| renderer.render( this.scene, this.camera ); | |
| this.scene.traverseVisible( child => { | |
| child.material = child._SSRPassBackupMaterial; | |
| } ); | |
| // restore original state | |
| renderer.autoClear = originalAutoClear; | |
| renderer.setClearColor( this.originalClearColor ); | |
| renderer.setClearAlpha( originalClearAlpha ); | |
| this.scene.background = originalBackground; | |
| this.scene.fog = originalFog; | |
| } | |
| } | |
| /** | |
| * Constructor options of `SSRPass`. | |
| * | |
| * @typedef {Object} SSRPass~Options | |
| * @property {WebGLRenderer} renderer - The renderer. | |
| * @property {Scene} scene - The scene to render. | |
| * @property {Camera} camera - The camera. | |
| * @property {number} [width=512] - The width of the effect. | |
| * @property {number} [height=512] - The width of the effect. | |
| * @property {?Array<Object3D>} [selects=null] - Which 3D objects should be affected by SSR. If not set, the entire scene is affected. | |
| * @property {boolean} [bouncing=false] - Whether bouncing is enabled or not. | |
| * @property {?ReflectorForSSRPass} [groundReflector=null] - A ground reflector. | |
| **/ | |
| SSRPass.OUTPUT = { | |
| 'Default': 0, | |
| 'SSR': 1, | |
| 'Beauty': 3, | |
| 'Depth': 4, | |
| 'Normal': 5, | |
| 'Metalness': 7, | |
| }; | |
| export { SSRPass }; | |
Xet Storage Details
- Size:
- 22.4 kB
- Xet hash:
- 5e30221c691a9763ec5c3ecf6035b3c159f77eeed65f6b71f0e8259f5329151f
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