[28897] | 1 | /**
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| 2 | * @author alteredq / http://alteredqualia.com/
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| 3 | */
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| 4 |
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| 5 | THREE.DepthPassPlugin = function () {
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| 6 |
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| 7 | this.enabled = false;
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| 8 | this.renderTarget = null;
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| 9 |
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| 10 | var _gl,
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| 11 | _renderer,
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| 12 | _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
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| 13 |
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| 14 | _frustum = new THREE.Frustum(),
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| 15 | _projScreenMatrix = new THREE.Matrix4();
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| 16 |
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| 17 | this.init = function ( renderer ) {
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| 18 |
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| 19 | _gl = renderer.context;
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| 20 | _renderer = renderer;
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| 21 |
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| 22 | var depthShader = THREE.ShaderLib[ "depthRGBA" ];
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| 23 | var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
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| 24 |
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| 25 | _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
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| 26 | _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
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| 27 | _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
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| 28 | _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
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| 29 |
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| 30 | _depthMaterial._shadowPass = true;
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| 31 | _depthMaterialMorph._shadowPass = true;
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| 32 | _depthMaterialSkin._shadowPass = true;
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| 33 | _depthMaterialMorphSkin._shadowPass = true;
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| 34 |
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| 35 | };
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| 36 |
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| 37 | this.render = function ( scene, camera ) {
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| 38 |
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| 39 | if ( ! this.enabled ) return;
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| 40 |
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| 41 | this.update( scene, camera );
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| 42 |
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| 43 | };
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| 44 |
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| 45 | this.update = function ( scene, camera ) {
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| 46 |
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| 47 | var i, il, j, jl, n,
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| 48 |
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| 49 | program, buffer, material,
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| 50 | webglObject, object, light,
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| 51 | renderList,
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| 52 |
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| 53 | fog = null;
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| 54 |
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| 55 | // set GL state for depth map
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| 56 |
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| 57 | _gl.clearColor( 1, 1, 1, 1 );
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| 58 | _gl.disable( _gl.BLEND );
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| 59 |
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| 60 | _renderer.setDepthTest( true );
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| 61 |
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| 62 | // update scene
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| 63 |
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| 64 | if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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| 65 |
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| 66 | // update camera matrices and frustum
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| 67 |
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| 68 | camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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| 69 |
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| 70 | _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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| 71 | _frustum.setFromMatrix( _projScreenMatrix );
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| 72 |
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| 73 | // render depth map
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| 74 |
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| 75 | _renderer.setRenderTarget( this.renderTarget );
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| 76 | _renderer.clear();
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| 77 |
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| 78 | // set object matrices & frustum culling
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| 79 |
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| 80 | renderList = scene.__webglObjects;
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| 81 |
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| 82 | for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
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| 83 |
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| 84 | webglObject = renderList[ j ];
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| 85 | object = webglObject.object;
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| 86 |
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| 87 | webglObject.render = false;
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| 88 |
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| 89 | if ( object.visible ) {
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| 90 |
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| 91 | if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
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| 92 |
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| 93 | object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
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| 94 |
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| 95 | webglObject.render = true;
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| 96 |
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| 97 | }
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| 98 |
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| 99 | }
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| 100 |
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| 101 | }
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| 102 |
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| 103 | // render regular objects
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| 104 |
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| 105 | var objectMaterial, useMorphing, useSkinning;
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| 106 |
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| 107 | for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
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| 108 |
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| 109 | webglObject = renderList[ j ];
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| 110 |
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| 111 | if ( webglObject.render ) {
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| 112 |
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| 113 | object = webglObject.object;
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| 114 | buffer = webglObject.buffer;
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| 115 |
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| 116 | // todo: create proper depth material for particles
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| 117 |
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| 118 | if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
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| 119 |
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| 120 | objectMaterial = getObjectMaterial( object );
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| 121 |
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| 122 | if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
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| 123 |
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| 124 | useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
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| 125 | useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
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| 126 |
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| 127 | if ( object.customDepthMaterial ) {
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| 128 |
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| 129 | material = object.customDepthMaterial;
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| 130 |
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| 131 | } else if ( useSkinning ) {
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| 132 |
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| 133 | material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
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| 134 |
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| 135 | } else if ( useMorphing ) {
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| 136 |
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| 137 | material = _depthMaterialMorph;
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| 138 |
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| 139 | } else {
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| 140 |
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| 141 | material = _depthMaterial;
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| 142 |
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| 143 | }
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| 144 |
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| 145 | if ( buffer instanceof THREE.BufferGeometry ) {
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| 146 |
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| 147 | _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
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| 148 |
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| 149 | } else {
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| 150 |
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| 151 | _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
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| 152 |
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| 153 | }
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| 154 |
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| 155 | }
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| 156 |
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| 157 | }
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| 158 |
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| 159 | // set matrices and render immediate objects
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| 160 |
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| 161 | renderList = scene.__webglObjectsImmediate;
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| 162 |
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| 163 | for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
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| 164 |
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| 165 | webglObject = renderList[ j ];
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| 166 | object = webglObject.object;
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| 167 |
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| 168 | if ( object.visible ) {
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| 169 |
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| 170 | object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
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| 171 |
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| 172 | _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
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| 173 |
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| 174 | }
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| 175 |
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| 176 | }
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| 177 |
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| 178 | // restore GL state
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| 179 |
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| 180 | var clearColor = _renderer.getClearColor(),
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| 181 | clearAlpha = _renderer.getClearAlpha();
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| 182 |
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| 183 | _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
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| 184 | _gl.enable( _gl.BLEND );
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| 185 |
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| 186 | };
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| 187 |
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| 188 | // For the moment just ignore objects that have multiple materials with different animation methods
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| 189 | // Only the first material will be taken into account for deciding which depth material to use
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| 190 |
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| 191 | function getObjectMaterial( object ) {
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| 192 |
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| 193 | return object.material instanceof THREE.MeshFaceMaterial
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| 194 | ? object.material.materials[ 0 ]
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| 195 | : object.material;
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| 196 |
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| 197 | };
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| 198 |
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| 199 | };
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| 200 |
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