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