SSRPass.js 22 KB

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  1. import {
  2. AddEquation,
  3. Color,
  4. NormalBlending,
  5. DepthTexture,
  6. SrcAlphaFactor,
  7. OneMinusSrcAlphaFactor,
  8. MeshNormalMaterial,
  9. MeshBasicMaterial,
  10. NearestFilter,
  11. NoBlending,
  12. ShaderMaterial,
  13. UniformsUtils,
  14. UnsignedShortType,
  15. WebGLRenderTarget,
  16. HalfFloatType,
  17. } from 'three';
  18. import { Pass, FullScreenQuad } from './Pass.js';
  19. import { SSRBlurShader, SSRDepthShader, SSRShader } from '../shaders/SSRShader.js';
  20. import { CopyShader } from '../shaders/CopyShader.js';
  21. /**
  22. * A pass for a basic SSR effect.
  23. *
  24. * ```js
  25. * const ssrPass = new SSRPass( {
  26. * renderer,
  27. * scene,
  28. * camera,
  29. * width: innerWidth,
  30. * height: innerHeight
  31. * } );
  32. * composer.addPass( ssrPass );
  33. * ```
  34. *
  35. * @augments Pass
  36. */
  37. class SSRPass extends Pass {
  38. /**
  39. * Constructs a new SSR pass.
  40. *
  41. * @param {SSRPass~Options} options - The pass options.
  42. */
  43. constructor( { renderer, scene, camera, width = 512, height = 512, selects = null, bouncing = false, groundReflector = null } ) {
  44. super();
  45. /**
  46. * The width of the effect.
  47. *
  48. * @type {number}
  49. * @default 512
  50. */
  51. this.width = width;
  52. /**
  53. * The height of the effect.
  54. *
  55. * @type {number}
  56. * @default 512
  57. */
  58. this.height = height;
  59. /**
  60. * Overwritten to perform a clear operation by default.
  61. *
  62. * @type {boolean}
  63. * @default true
  64. */
  65. this.clear = true;
  66. /**
  67. * The renderer.
  68. *
  69. * @type {WebGLRenderer}
  70. */
  71. this.renderer = renderer;
  72. /**
  73. * The scene to render.
  74. *
  75. * @type {Scene}
  76. */
  77. this.scene = scene;
  78. /**
  79. * The camera.
  80. *
  81. * @type {Camera}
  82. */
  83. this.camera = camera;
  84. /**
  85. * The ground reflector.
  86. *
  87. * @type {?ReflectorForSSRPass}
  88. * @default 0
  89. */
  90. this.groundReflector = groundReflector;
  91. /**
  92. * The opacity.
  93. *
  94. * @type {number}
  95. * @default 0.5
  96. */
  97. this.opacity = SSRShader.uniforms.opacity.value;
  98. /**
  99. * The output configuration.
  100. *
  101. * @type {number}
  102. * @default 0
  103. */
  104. this.output = 0;
  105. /**
  106. * Controls how far a fragment can reflect.
  107. *
  108. * @type {number}
  109. * @default 180
  110. */
  111. this.maxDistance = SSRShader.uniforms.maxDistance.value;
  112. /**
  113. * Controls the cutoff between what counts as a
  114. * possible reflection hit and what does not.
  115. *
  116. * @type {number}
  117. * @default .018
  118. */
  119. this.thickness = SSRShader.uniforms.thickness.value;
  120. this.tempColor = new Color();
  121. this._selects = selects;
  122. /**
  123. * Whether the pass is selective or not.
  124. *
  125. * @type {boolean}
  126. * @default false
  127. */
  128. this.selective = Array.isArray( this._selects );
  129. /**
  130. * Which 3D objects should be affected by SSR. If not set, the entire scene is affected.
  131. *
  132. * @name SSRPass#selects
  133. * @type {?Array<Object3D>}
  134. * @default null
  135. */
  136. Object.defineProperty( this, 'selects', {
  137. get() {
  138. return this._selects;
  139. },
  140. set( val ) {
  141. if ( this._selects === val ) return;
  142. this._selects = val;
  143. if ( Array.isArray( val ) ) {
  144. this.selective = true;
  145. this.ssrMaterial.defines.SELECTIVE = true;
  146. this.ssrMaterial.needsUpdate = true;
  147. } else {
  148. this.selective = false;
  149. this.ssrMaterial.defines.SELECTIVE = false;
  150. this.ssrMaterial.needsUpdate = true;
  151. }
  152. }
  153. } );
  154. this._bouncing = bouncing;
  155. /**
  156. * Whether bouncing is enabled or not.
  157. *
  158. * @name SSRPass#bouncing
  159. * @type {boolean}
  160. * @default false
  161. */
  162. Object.defineProperty( this, 'bouncing', {
  163. get() {
  164. return this._bouncing;
  165. },
  166. set( val ) {
  167. if ( this._bouncing === val ) return;
  168. this._bouncing = val;
  169. if ( val ) {
  170. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  171. } else {
  172. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  173. }
  174. }
  175. } );
  176. /**
  177. * Whether to blur reflections or not.
  178. *
  179. * @type {boolean}
  180. * @default true
  181. */
  182. this.blur = true;
  183. this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
  184. /**
  185. * Whether to use distance attenuation or not.
  186. *
  187. * @name SSRPass#distanceAttenuation
  188. * @type {boolean}
  189. * @default true
  190. */
  191. Object.defineProperty( this, 'distanceAttenuation', {
  192. get() {
  193. return this._distanceAttenuation;
  194. },
  195. set( val ) {
  196. if ( this._distanceAttenuation === val ) return;
  197. this._distanceAttenuation = val;
  198. this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
  199. this.ssrMaterial.needsUpdate = true;
  200. }
  201. } );
  202. this._fresnel = SSRShader.defines.FRESNEL;
  203. /**
  204. * Whether to use fresnel or not.
  205. *
  206. * @name SSRPass#fresnel
  207. * @type {boolean}
  208. * @default true
  209. */
  210. Object.defineProperty( this, 'fresnel', {
  211. get() {
  212. return this._fresnel;
  213. },
  214. set( val ) {
  215. if ( this._fresnel === val ) return;
  216. this._fresnel = val;
  217. this.ssrMaterial.defines.FRESNEL = val;
  218. this.ssrMaterial.needsUpdate = true;
  219. }
  220. } );
  221. this._infiniteThick = SSRShader.defines.INFINITE_THICK;
  222. /**
  223. * Whether to use infinite thickness or not.
  224. *
  225. * @name SSRPass#infiniteThick
  226. * @type {boolean}
  227. * @default false
  228. */
  229. Object.defineProperty( this, 'infiniteThick', {
  230. get() {
  231. return this._infiniteThick;
  232. },
  233. set( val ) {
  234. if ( this._infiniteThick === val ) return;
  235. this._infiniteThick = val;
  236. this.ssrMaterial.defines.INFINITE_THICK = val;
  237. this.ssrMaterial.needsUpdate = true;
  238. }
  239. } );
  240. // beauty render target with depth buffer
  241. const depthTexture = new DepthTexture();
  242. depthTexture.type = UnsignedShortType;
  243. depthTexture.minFilter = NearestFilter;
  244. depthTexture.magFilter = NearestFilter;
  245. this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  246. minFilter: NearestFilter,
  247. magFilter: NearestFilter,
  248. type: HalfFloatType,
  249. depthTexture: depthTexture,
  250. depthBuffer: true
  251. } );
  252. //for bouncing
  253. this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  254. minFilter: NearestFilter,
  255. magFilter: NearestFilter
  256. } );
  257. // normal render target
  258. this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  259. minFilter: NearestFilter,
  260. magFilter: NearestFilter,
  261. type: HalfFloatType,
  262. } );
  263. // metalness render target
  264. this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  265. minFilter: NearestFilter,
  266. magFilter: NearestFilter,
  267. type: HalfFloatType,
  268. } );
  269. // ssr render target
  270. this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
  271. minFilter: NearestFilter,
  272. magFilter: NearestFilter
  273. } );
  274. this.blurRenderTarget = this.ssrRenderTarget.clone();
  275. this.blurRenderTarget2 = this.ssrRenderTarget.clone();
  276. // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
  277. // ssr material
  278. this.ssrMaterial = new ShaderMaterial( {
  279. defines: Object.assign( {}, SSRShader.defines, {
  280. MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
  281. } ),
  282. uniforms: UniformsUtils.clone( SSRShader.uniforms ),
  283. vertexShader: SSRShader.vertexShader,
  284. fragmentShader: SSRShader.fragmentShader,
  285. blending: NoBlending
  286. } );
  287. this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  288. this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
  289. this.ssrMaterial.defines.SELECTIVE = this.selective;
  290. this.ssrMaterial.needsUpdate = true;
  291. this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
  292. this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  293. this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  294. this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  295. this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
  296. this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  297. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  298. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  299. // normal material
  300. this.normalMaterial = new MeshNormalMaterial();
  301. this.normalMaterial.blending = NoBlending;
  302. // metalnessOn material
  303. this.metalnessOnMaterial = new MeshBasicMaterial( {
  304. color: 'white'
  305. } );
  306. // metalnessOff material
  307. this.metalnessOffMaterial = new MeshBasicMaterial( {
  308. color: 'black'
  309. } );
  310. // blur material
  311. this.blurMaterial = new ShaderMaterial( {
  312. defines: Object.assign( {}, SSRBlurShader.defines ),
  313. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  314. vertexShader: SSRBlurShader.vertexShader,
  315. fragmentShader: SSRBlurShader.fragmentShader
  316. } );
  317. this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  318. this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
  319. // blur material 2
  320. this.blurMaterial2 = new ShaderMaterial( {
  321. defines: Object.assign( {}, SSRBlurShader.defines ),
  322. uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
  323. vertexShader: SSRBlurShader.vertexShader,
  324. fragmentShader: SSRBlurShader.fragmentShader
  325. } );
  326. this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
  327. this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
  328. // // blur material 3
  329. // this.blurMaterial3 = new ShaderMaterial({
  330. // defines: Object.assign({}, SSRBlurShader.defines),
  331. // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
  332. // vertexShader: SSRBlurShader.vertexShader,
  333. // fragmentShader: SSRBlurShader.fragmentShader
  334. // });
  335. // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
  336. // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
  337. // material for rendering the depth
  338. this.depthRenderMaterial = new ShaderMaterial( {
  339. defines: Object.assign( {}, SSRDepthShader.defines ),
  340. uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
  341. vertexShader: SSRDepthShader.vertexShader,
  342. fragmentShader: SSRDepthShader.fragmentShader,
  343. blending: NoBlending
  344. } );
  345. this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
  346. this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
  347. this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
  348. // material for rendering the content of a render target
  349. this.copyMaterial = new ShaderMaterial( {
  350. uniforms: UniformsUtils.clone( CopyShader.uniforms ),
  351. vertexShader: CopyShader.vertexShader,
  352. fragmentShader: CopyShader.fragmentShader,
  353. transparent: true,
  354. depthTest: false,
  355. depthWrite: false,
  356. blendSrc: SrcAlphaFactor,
  357. blendDst: OneMinusSrcAlphaFactor,
  358. blendEquation: AddEquation,
  359. blendSrcAlpha: SrcAlphaFactor,
  360. blendDstAlpha: OneMinusSrcAlphaFactor,
  361. blendEquationAlpha: AddEquation,
  362. // premultipliedAlpha:true,
  363. } );
  364. this.fsQuad = new FullScreenQuad( null );
  365. this.originalClearColor = new Color();
  366. }
  367. /**
  368. * Frees the GPU-related resources allocated by this instance. Call this
  369. * method whenever the pass is no longer used in your app.
  370. */
  371. dispose() {
  372. // dispose render targets
  373. this.beautyRenderTarget.dispose();
  374. this.prevRenderTarget.dispose();
  375. this.normalRenderTarget.dispose();
  376. this.metalnessRenderTarget.dispose();
  377. this.ssrRenderTarget.dispose();
  378. this.blurRenderTarget.dispose();
  379. this.blurRenderTarget2.dispose();
  380. // this.blurRenderTarget3.dispose();
  381. // dispose materials
  382. this.normalMaterial.dispose();
  383. this.metalnessOnMaterial.dispose();
  384. this.metalnessOffMaterial.dispose();
  385. this.blurMaterial.dispose();
  386. this.blurMaterial2.dispose();
  387. this.copyMaterial.dispose();
  388. this.depthRenderMaterial.dispose();
  389. // dispose full screen quad
  390. this.fsQuad.dispose();
  391. }
  392. /**
  393. * Performs the SSR pass.
  394. *
  395. * @param {WebGLRenderer} renderer - The renderer.
  396. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
  397. * destination for the pass.
  398. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
  399. * previous pass from this buffer.
  400. * @param {number} deltaTime - The delta time in seconds.
  401. * @param {boolean} maskActive - Whether masking is active or not.
  402. */
  403. render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
  404. // render beauty and depth
  405. renderer.setRenderTarget( this.beautyRenderTarget );
  406. renderer.clear();
  407. if ( this.groundReflector ) {
  408. this.groundReflector.visible = false;
  409. this.groundReflector.doRender( this.renderer, this.scene, this.camera );
  410. this.groundReflector.visible = true;
  411. }
  412. renderer.render( this.scene, this.camera );
  413. if ( this.groundReflector ) this.groundReflector.visible = false;
  414. // render normals
  415. this._renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
  416. // render metalnesses
  417. if ( this.selective ) {
  418. this._renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
  419. }
  420. // render SSR
  421. this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
  422. this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
  423. this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
  424. this._renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
  425. // render blur
  426. if ( this.blur ) {
  427. this._renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
  428. this._renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
  429. // this._renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
  430. }
  431. // output result to screen
  432. switch ( this.output ) {
  433. case SSRPass.OUTPUT.Default:
  434. if ( this.bouncing ) {
  435. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  436. this.copyMaterial.blending = NoBlending;
  437. this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  438. if ( this.blur )
  439. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  440. else
  441. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  442. this.copyMaterial.blending = NormalBlending;
  443. this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  444. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
  445. this.copyMaterial.blending = NoBlending;
  446. this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  447. } else {
  448. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  449. this.copyMaterial.blending = NoBlending;
  450. this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  451. if ( this.blur )
  452. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  453. else
  454. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  455. this.copyMaterial.blending = NormalBlending;
  456. this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  457. }
  458. break;
  459. case SSRPass.OUTPUT.SSR:
  460. if ( this.blur )
  461. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  462. else
  463. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  464. this.copyMaterial.blending = NoBlending;
  465. this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  466. if ( this.bouncing ) {
  467. if ( this.blur )
  468. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
  469. else
  470. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  471. this.copyMaterial.blending = NoBlending;
  472. this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  473. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
  474. this.copyMaterial.blending = NormalBlending;
  475. this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
  476. }
  477. break;
  478. case SSRPass.OUTPUT.Beauty:
  479. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
  480. this.copyMaterial.blending = NoBlending;
  481. this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  482. break;
  483. case SSRPass.OUTPUT.Depth:
  484. this._renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
  485. break;
  486. case SSRPass.OUTPUT.Normal:
  487. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
  488. this.copyMaterial.blending = NoBlending;
  489. this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  490. break;
  491. case SSRPass.OUTPUT.Metalness:
  492. this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
  493. this.copyMaterial.blending = NoBlending;
  494. this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
  495. break;
  496. default:
  497. console.warn( 'THREE.SSRPass: Unknown output type.' );
  498. }
  499. }
  500. /**
  501. * Sets the size of the pass.
  502. *
  503. * @param {number} width - The width to set.
  504. * @param {number} height - The width to set.
  505. */
  506. setSize( width, height ) {
  507. this.width = width;
  508. this.height = height;
  509. this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
  510. this.ssrMaterial.needsUpdate = true;
  511. this.beautyRenderTarget.setSize( width, height );
  512. this.prevRenderTarget.setSize( width, height );
  513. this.ssrRenderTarget.setSize( width, height );
  514. this.normalRenderTarget.setSize( width, height );
  515. this.metalnessRenderTarget.setSize( width, height );
  516. this.blurRenderTarget.setSize( width, height );
  517. this.blurRenderTarget2.setSize( width, height );
  518. // this.blurRenderTarget3.setSize(width, height);
  519. this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
  520. this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
  521. this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
  522. this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
  523. this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
  524. }
  525. // internals
  526. _renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
  527. // save original state
  528. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  529. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  530. const originalAutoClear = renderer.autoClear;
  531. renderer.setRenderTarget( renderTarget );
  532. // setup pass state
  533. renderer.autoClear = false;
  534. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  535. renderer.setClearColor( clearColor );
  536. renderer.setClearAlpha( clearAlpha || 0.0 );
  537. renderer.clear();
  538. }
  539. this.fsQuad.material = passMaterial;
  540. this.fsQuad.render( renderer );
  541. // restore original state
  542. renderer.autoClear = originalAutoClear;
  543. renderer.setClearColor( this.originalClearColor );
  544. renderer.setClearAlpha( originalClearAlpha );
  545. }
  546. _renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  547. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  548. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  549. const originalAutoClear = renderer.autoClear;
  550. renderer.setRenderTarget( renderTarget );
  551. renderer.autoClear = false;
  552. clearColor = overrideMaterial.clearColor || clearColor;
  553. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  554. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  555. renderer.setClearColor( clearColor );
  556. renderer.setClearAlpha( clearAlpha || 0.0 );
  557. renderer.clear();
  558. }
  559. this.scene.overrideMaterial = overrideMaterial;
  560. renderer.render( this.scene, this.camera );
  561. this.scene.overrideMaterial = null;
  562. // restore original state
  563. renderer.autoClear = originalAutoClear;
  564. renderer.setClearColor( this.originalClearColor );
  565. renderer.setClearAlpha( originalClearAlpha );
  566. }
  567. _renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
  568. this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
  569. const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
  570. const originalAutoClear = renderer.autoClear;
  571. const originalBackground = this.scene.background;
  572. const originalFog = this.scene.fog;
  573. renderer.setRenderTarget( renderTarget );
  574. renderer.autoClear = false;
  575. this.scene.background = null;
  576. this.scene.fog = null;
  577. clearColor = overrideMaterial.clearColor || clearColor;
  578. clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
  579. if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
  580. renderer.setClearColor( clearColor );
  581. renderer.setClearAlpha( clearAlpha || 0.0 );
  582. renderer.clear();
  583. }
  584. this.scene.traverseVisible( child => {
  585. child._SSRPassBackupMaterial = child.material;
  586. if ( this._selects.includes( child ) ) {
  587. child.material = this.metalnessOnMaterial;
  588. } else {
  589. child.material = this.metalnessOffMaterial;
  590. }
  591. } );
  592. renderer.render( this.scene, this.camera );
  593. this.scene.traverseVisible( child => {
  594. child.material = child._SSRPassBackupMaterial;
  595. } );
  596. // restore original state
  597. renderer.autoClear = originalAutoClear;
  598. renderer.setClearColor( this.originalClearColor );
  599. renderer.setClearAlpha( originalClearAlpha );
  600. this.scene.background = originalBackground;
  601. this.scene.fog = originalFog;
  602. }
  603. }
  604. /**
  605. * Constructor options of `SSRPass`.
  606. *
  607. * @typedef {Object} SSRPass~Options
  608. * @property {WebGLRenderer} renderer - The renderer.
  609. * @property {Scene} scene - The scene to render.
  610. * @property {Camera} camera - The camera.
  611. * @property {number} [width=512] - The width of the effect.
  612. * @property {number} [height=512] - The width of the effect.
  613. * @property {?Array<Object3D>} [selects=null] - Which 3D objects should be affected by SSR. If not set, the entire scene is affected.
  614. * @property {boolean} [bouncing=false] - Whether bouncing is enabled or not.
  615. * @property {?ReflectorForSSRPass} [groundReflector=null] - A ground reflector.
  616. **/
  617. SSRPass.OUTPUT = {
  618. 'Default': 0,
  619. 'SSR': 1,
  620. 'Beauty': 3,
  621. 'Depth': 4,
  622. 'Normal': 5,
  623. 'Metalness': 7,
  624. };
  625. export { SSRPass };
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