mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-17 03:27:57 +01:00
231 lines
5.4 KiB
JavaScript
Executable File
231 lines
5.4 KiB
JavaScript
Executable File
/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.DepthPassPlugin = function () {
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this.enabled = false;
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this.renderTarget = null;
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var _gl,
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_renderer,
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_lights, _webglObjects, _webglObjectsImmediate,
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_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
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_frustum = new THREE.Frustum(),
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_projScreenMatrix = new THREE.Matrix4(),
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_renderList = [];
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this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
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_gl = renderer.context;
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_renderer = renderer;
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_lights = lights;
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_webglObjects = webglObjects;
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_webglObjectsImmediate = webglObjectsImmediate;
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var depthShader = THREE.ShaderLib[ "depthRGBA" ];
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var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
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_depthMaterial = new THREE.ShaderMaterial( {
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fragmentShader: depthShader.fragmentShader,
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vertexShader: depthShader.vertexShader,
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uniforms: depthUniforms
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} );
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_depthMaterialMorph = new THREE.ShaderMaterial( {
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fragmentShader: depthShader.fragmentShader,
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vertexShader: depthShader.vertexShader,
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uniforms: depthUniforms,
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morphTargets: true
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} );
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_depthMaterialSkin = new THREE.ShaderMaterial( {
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fragmentShader: depthShader.fragmentShader,
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vertexShader: depthShader.vertexShader,
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uniforms: depthUniforms,
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skinning: true
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} );
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_depthMaterialMorphSkin = new THREE.ShaderMaterial( {
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fragmentShader: depthShader.fragmentShader,
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vertexShader: depthShader.vertexShader,
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uniforms: depthUniforms,
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morphTargets: true,
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skinning: true
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} );
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_depthMaterial._shadowPass = true;
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_depthMaterialMorph._shadowPass = true;
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_depthMaterialSkin._shadowPass = true;
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_depthMaterialMorphSkin._shadowPass = true;
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};
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this.render = function ( scene, camera ) {
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if ( ! this.enabled ) return;
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this.update( scene, camera );
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};
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this.update = function ( scene, camera ) {
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var i, il, j, jl, n,
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program, buffer, material,
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webglObject, object, light,
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renderList,
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fog = null;
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// set GL state for depth map
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_gl.clearColor( 1, 1, 1, 1 );
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_gl.disable( _gl.BLEND );
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_renderer.state.setDepthTest( true );
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// update scene
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if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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// update camera matrices and frustum
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camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
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_frustum.setFromMatrix( _projScreenMatrix );
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// render depth map
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_renderer.setRenderTarget( this.renderTarget );
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_renderer.clear();
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// set object matrices & frustum culling
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_renderList.length = 0;
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projectObject(scene, scene, camera);
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// render regular objects
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var objectMaterial, useMorphing, useSkinning;
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for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
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webglObject = _renderList[ j ];
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object = webglObject.object;
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buffer = webglObject.buffer;
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// todo: create proper depth material for particles
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if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
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objectMaterial = getObjectMaterial( object );
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if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
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useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
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useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
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if ( object.customDepthMaterial ) {
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material = object.customDepthMaterial;
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} else if ( useSkinning ) {
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material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
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} else if ( useMorphing ) {
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material = _depthMaterialMorph;
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} else {
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material = _depthMaterial;
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}
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if ( buffer instanceof THREE.BufferGeometry ) {
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_renderer.renderBufferDirect( camera, _lights, fog, material, buffer, object );
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} else {
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_renderer.renderBuffer( camera, _lights, fog, material, buffer, object );
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}
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}
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// set matrices and render immediate objects
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for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
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webglObject = _webglObjectsImmediate[ j ];
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object = webglObject.object;
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if ( object.visible ) {
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object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
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_renderer.renderImmediateObject( camera, _lights, fog, _depthMaterial, object );
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}
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}
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// restore GL state
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var clearColor = _renderer.getClearColor(),
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clearAlpha = _renderer.getClearAlpha();
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_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
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_gl.enable( _gl.BLEND );
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};
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function projectObject(scene, object,camera) {
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if ( object.visible ) {
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var webglObjects = _webglObjects[object.id];
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if (webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
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for (var i = 0, l = webglObjects.length; i < l; i ++) {
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var webglObject = webglObjects[i];
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object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
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_renderList.push(webglObject);
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}
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}
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for (var i = 0, l = object.children.length; i < l; i ++) {
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projectObject(scene, object.children[i], camera);
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}
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}
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}
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// For the moment just ignore objects that have multiple materials with different animation methods
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// Only the first material will be taken into account for deciding which depth material to use
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function getObjectMaterial( object ) {
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return object.material instanceof THREE.MeshFaceMaterial
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? object.material.materials[ 0 ]
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: object.material;
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};
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};
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