'use strict';
import THREE from 'three';
import EdgesHelper from './EdgesHelper.js';
import FluxCameras from './FluxCameras.js';
import FluxHelpers from './helpers/FluxHelpers.js';
import FluxRenderContext from './FluxRenderContext.js';
import * as FluxThreePlugins from 'flux-three-plugins/src/index.js';
import * as shaders from './shaders.js';
/**
* Class wrapping the renderer with custom passes and context swapping.
* Multipass rendering uses GPU shaders to accomplish ambient obscurance
* and stencil buffer shadows.
* Context swapping lets a single OpenGL context and canvas be used for multiple renderers.
* @class FluxRenderer
* @param {Element} domParent The div container for the canvas
* @param {Number} width The width of the canvas
* @param {Number} height The height of the canvas
*/
export default function FluxRenderer(domParent, width, height) {
this.id = FluxRenderer.nextId++;
// Dom element that wraps the canvas
this._domParent = domParent;
// Determines if multipass rendering (FluxThreePlugins.EffectsComposer) is used
this._multipass = false;
// TODO: Convert this to a list of passes rather than individual bools
// Determines if ambient occlusion is used (requires multipass to be true)
this._showOcclusion = true;
// Determines if stencilbuffer shadows are used (requires multipass)
this._showShadows = false;
// Current three.js geometry to render
this._model = null;
// The object containing the lights in the scene
this._lights = null;
// The context that contains the renderer and corresponds to a canvas
// Create renderer for the first time.
this._context = FluxRenderContext.getNewContext();
// EffectComposer object, used in multipass rendering
this._composer = new FluxThreePlugins.EffectComposer(this._context.renderer);
this._width = width;
this._height = height;
this._createCacheCanvas(width, height);
this.setClearColor(0xC5CDCC);
this._cameras = new FluxCameras(width, height);
this._helpers = new FluxHelpers();
this._helpersScene = new THREE.Scene();
this._helpersScene.add(this._helpers);
// Camera to be rendered with.Any instance of `THREE.Camera` can be set here.
this._initControls();
// Scene containing geometry to be rendered in this viewport THREE.Scene
this._scene = new THREE.Scene();
// this._scene.add(this._helpers);
// Fog object for this viewport constructed from color and density
this._fog = new THREE.FogExp2( this._clearColor, 0.0 );
this._scene.fog = this._fog;
// Scene containing edges geometry for hidden line rendering
this._edgesScene = new THREE.Scene();
this._edgesMode = EdgesHelper.EDGES_MODES.NONE;
// variables for stencilbuffer shadows
// Scene holding shadow volumes = THREE.Scene
this._shadowScene = new THREE.Scene();
// Color of shadows (multiplied with ground) @type {THREE.Color}
this._shadowColor = new THREE.Color(0.08, 0.0, 0.2);
// Alpha opacity of shadow, where 1.0 is completely opaque
this._shadowAlpha = 0.35;
this._shadowBuilder = new FluxThreePlugins.ShadowBuilder(this._shadowLight);
this._addPasses();
}
FluxRenderer.prototype = Object.create( THREE.EventDispatcher.prototype );
FluxRenderer.prototype.constructor = FluxRenderer;
// Used for debugging issues with _setHost
FluxRenderer.nextId = 0;
/**
* Name of the event fired when the camera changes
* @type {String}
*/
FluxRenderer.CHANGE_EVENT = 'change';
/**
* Set the lights used to illuminate the scene.
* @param {THREE.Object3D} lights Object with lights as children
*/
FluxRenderer.prototype.setLights = function(lights) {
if (this._lights) {
this._scene.remove(this._lights);
}
this._lights = lights;
this._scene.add(this._lights);
};
/**
* Remove the geometry objects from the THREE registry so they can be garbage collected
* @param {THREE.Object3D} obj The object being removed
*/
function _removeGeometries(obj) {
if (obj.geometry) {
obj.geometry.dispose();
}
}
/**
* Remove an object from the scene and clean up memory
* @param {THREE.Scene} scene Scene containing the model
* @param {THREE.Object3D} model The geometry to remove
*/
function _deleteFromScene(scene, model) {
if (!model || !scene) return;
scene.remove(model);
model.traverse(_removeGeometries);
}
/**
* Set the object to render
* Replaces old render contents
* @param {THREE.Object3D} model What to render
*/
FluxRenderer.prototype.setModel = function(model) {
if (this._model) {
_deleteFromScene(this._scene, this._model);
_deleteFromScene(this._edgesScene, this._model.edgesHelper);
}
this._model = model;
if (this._model) {
this._scene.add(this._model);
if (EdgesHelper.AddEdges(this._model, this._edgesMode)) {
this._edgesScene.add(this._model.edgesHelper);
}
}
};
/**
* Set the edges rendering mode for hidden line rendering
* @param {EdgesHelper.EDGES_MODES} mode Whether to render front, back, both or none
*/
FluxRenderer.prototype.setEdgesMode = function(mode) {
this._edgesMode = mode;
};
/**
* When the camera controls change make sure to update the camera
* @private
*/
FluxRenderer.prototype._initControls = function() {
if (this._controls) this._controls.enabled = false;
//TODO(Kyle): rewrite EditorControls to allow camera to be changed
this._controls = new FluxThreePlugins.EditorControls(this._cameras.getCamera(), this._domParent);
var _this = this;
this._controls.addEventListener(FluxRenderer.CHANGE_EVENT, function(event) {
_this._cameras.updateCamera(_this._width, _this._height);
_this.dispatchEvent( event );
});
};
/**
* Restore the camera to a default location
*/
FluxRenderer.prototype.homeCamera = function() {
this._controls.focus(this._helpers, true);
};
/**
* Focus the controls' current camera on an object.
* This function will focus on the union of object and all of it's visible children.
* @param {THREE.Object3D} object The scene object to focus on.
*/
FluxRenderer.prototype.focus = function() {
if (!this._model) return;
this._controls.focus(this._model, true);
// Changing the controls here triggers a render
};
/**
* Set the clear color (background) for WebGL canvas
* @param {String|Number} color Hexadecimal or a CSS-style string
*/
FluxRenderer.prototype.setClearColor = function(color) {
this._clearColor = new THREE.Color(color);
};
/**
* Set up a new canvas used for storing a cached image.
* The cache image is populated when this renderer loses it's context.
* @private
* @param {Number} width The width of the canvas
* @param {Number} height The height of the canvas
*/
FluxRenderer.prototype._createCacheCanvas = function(width, height) {
if (this._cacheCanvas) return;
// The canvas used to store a cached image of the previous render when all the WebGL contexts are in use with other renderers
this._cacheCanvas = document.createElement('canvas');
this._cacheCanvas.width = width;
this._cacheCanvas.height = height;
this._cacheCanvas.style.position = 'absolute';
this._cacheCanvas.style['user-select'] = 'none';
this._cacheCanvas.style['-webkit-user-select'] = 'none';
this._domParent.appendChild(this._cacheCanvas);
// Canvas2D used to store framebuffer pixels after renderer.domElement migration.
this.ctx = this._cacheCanvas.getContext('2d');
};
/**
* Destructor to prevent future rendering after being unloaded
*/
FluxRenderer.prototype.detach = function() {
if (this._context && this._context.currentHost === this) {
this._context.currentHost = null;
}
};
/**
* Change the camera view
* @param {String} view The new view mode
*/
FluxRenderer.prototype.setView = function(view) {
this._cameras.setView(view);
this._cameras.updateCamera(this._width, this._height);
this._initControls();
this._helpers.setView(view);
if (!this._renderPasses) return;
this._renderPasses.renderPass.camera = this._cameras.getCamera();
this._renderPasses.edgesPass.camera = this._cameras.getCamera();
this._renderPasses.helperPass.camera = this._cameras.getCamera();
this._renderPasses.stencilPass.camera = this._cameras.getCamera();
};
/**
* Creates depth, normal materials and depth, normal render targets.
* @private
*/
FluxRenderer.prototype._addRenderTargets = function() {
// depth render target (uses THREE.js depth shader)
this._depthTarget = new THREE.WebGLRenderTarget(
window.innerWidth, //TODO(kyle) Why does this use window!?
window.innerHeight,
{
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat
}
);
// normal render target
this._normalTarget = this._depthTarget.clone();
};
/**
* Adds enabled passes to the EffectComposer
*
* Always begins with a render pass
* Always ends with an antialiasing (FXAA) pass
*
* May include the following: Ambient occlusion, Shadows
* @private
*/
FluxRenderer.prototype._addPasses = function() {
// _renderPasses dictionary for holding passes that need to be accessed or modified
this._renderPasses = {};
this._addRenderTargets();
// diffuse render pass
var renderPass = new FluxThreePlugins.RenderPass(this._scene, this._cameras.getCamera());
this._composer.addPass(renderPass);
this._renderPasses.renderPass = renderPass;
var edgesPass = new FluxThreePlugins.RenderPass(this._edgesScene, this._cameras.getCamera());
edgesPass.clear = false;
this._composer.addPass(edgesPass);
edgesPass.polygonOffset = true;
edgesPass.enabled = !!this._edgesScene;
this._renderPasses.edgesPass = edgesPass;
// helper render pass
var helperPass = new FluxThreePlugins.RenderPass(this._helpersScene, this._cameras.getCamera());
helperPass.clear = false;
this._composer.addPass(helperPass);
this._renderPasses.helperPass = helperPass;
helperPass.enabled = true;
// ambient occlusion pass
var aoPass = new FluxThreePlugins.ShaderPass(FluxThreePlugins.SAOShader);
// set uniform vars for ao pass
aoPass.uniforms.tDepth.value = this._depthTarget;
aoPass.uniforms.tNorm.value = this._normalTarget;
aoPass.uniforms.projInv.value = new THREE.Matrix4();//TODO.getInverse(this._cameras.getCamera().projectionMatrix);
aoPass.uniforms.onlyAO.value = false; // set to true to view only ambient occlusion
aoPass.clear = true;
aoPass.needsSwap = true;
this._renderPasses.aoPass = aoPass;
this._composer.addPass(aoPass);
// stencil buffer shadow passes
var copyPass = new FluxThreePlugins.ShaderPass( FluxThreePlugins.CopyShader );
copyPass.needsSwap = false;
this._composer.addPass( copyPass ); // copy AO to write buffer
this._renderPasses.copyPass = copyPass;
var stencilPass = new FluxThreePlugins.StencilPass( this._shadowScene, this._cameras.getCamera());
this._composer.addPass( stencilPass ); // render shadow volumes to stencilbuffer
this._renderPasses.stencilPass = stencilPass;
var darkenPass = new FluxThreePlugins.ShaderPass( FluxThreePlugins.DarkenShader );
darkenPass.uniforms.alpha.value = this._shadowAlpha;
darkenPass.uniforms.color.value = new THREE.Vector3(this._shadowColor.r, this._shadowColor.g, this._shadowColor.b);
darkenPass.needsSwap = false;
this._composer.addPass( darkenPass ); // darken stencil areas
this._renderPasses.darkenPass = darkenPass;
var clearPass = new FluxThreePlugins.ClearStencilPass();
clearPass.needsSwap = true;
this._composer.addPass( clearPass ); // clear stencil
this._renderPasses.clearPass = clearPass;
// fast approximate antialiasing pass
var FXAAPass = new FluxThreePlugins.ShaderPass(FluxThreePlugins.FXAAShader);
FXAAPass.renderToScreen = true;
this._renderPasses.FXAAPass = FXAAPass;
this._composer.addPass(FXAAPass);
};
/**
* For multipass rendering, update which render passes are enabled.
* Based on user preferences some passes may be turned on or off.
* Also passes may be disabled if the corresponding scene is empty.
* @private
*/
FluxRenderer.prototype._updatePasses = function () {
if (this._showOcclusion) {
// populate depth target
this._scene.overrideMaterial = shaders.DEPTH_MATERIAL;
this._context.renderer.clearTarget( this._depthTarget, true, true );
this._context.renderer.render( this._scene, this._cameras.getCamera(), this._depthTarget );
// populate normal target (set clearColor to (0,0,0) since
// empty pixels do not have normals)
this._context.renderer.setClearColor( 0x000000 );
this._scene.overrideMaterial = shaders.NORMAL_MATERIAL;
this._context.renderer.clearTarget( this._normalTarget, true, true );
this._context.renderer.render( this._scene, this._cameras.getCamera(), this._normalTarget );
this._scene.overrideMaterial = null;
this._context.renderer.setClearColor( this._clearColor );
// update ambient occlusion shader uniforms
var projInv = new THREE.Matrix4();
projInv.getInverse(this._cameras.getCamera().projectionMatrix);
this._renderPasses.aoPass.uniforms.projInv.value = projInv;
this._renderPasses.aoPass.uniforms.size.value.set(this._width, this._height);
this._renderPasses.aoPass.uniforms.onlyDiffuse.value = false;
} else {
this._renderPasses.aoPass.uniforms.onlyDiffuse.value = true;
}
if (this._showShadows) {
this._composer.renderTarget1.stencilBuffer = true;
this._composer.renderTarget2.stencilBuffer = true;
this._renderPasses.copyPass.enabled = true;
this._renderPasses.stencilPass.enabled = true;
this._renderPasses.darkenPass.enabled = true;
this._renderPasses.clearPass.enabled = true;
} else {
this._composer.renderTarget1.stencilBuffer = false;
this._composer.renderTarget2.stencilBuffer = false;
this._renderPasses.copyPass.enabled = false;
this._renderPasses.stencilPass.enabled = false;
this._renderPasses.darkenPass.enabled = false;
this._renderPasses.clearPass.enabled = false;
}
// set antialiasing 'resolution' uniform to current screen resolution
this._renderPasses.FXAAPass.uniforms.resolution.value.set(1.0/this._width, 1.0/this._height);
};
/**
* Render the scene with its geometry.
*/
FluxRenderer.prototype.doRender = function () {
this._setHost();
this._update();
this._context.renderer.clear();
if (this._multipass) {
this._updatePasses();
// render scene
this._composer.render();
} else {
this._context.renderer.render(this._scene, this._cameras.getCamera());
this._context.renderer.render(this._edgesScene, this._cameras.getCamera());
this._context.renderer.render(this._helpersScene, this._cameras.getCamera());
}
};
/**
* Say whether there are any objects to render in the model
* @return {Boolean} True if there are objects to render
*/
FluxRenderer.prototype.anyValidPrims = function() {
return this._model ? this._model.children.length > 0 : false;
};
/**
* Set the light that is casting shadows.
* @param {THREE.Light} light light object, position is saved
*/
FluxRenderer.prototype.setShadowLight = function(light) {
// Enable shadows on this renderer
this._multipass = true;
this._showShadows = true;
this._shadowLight = light.position;
this._shadowBuilder.updateLight(light.position);
};
/**
* Add the shadows for everything in the current model
*/
FluxRenderer.prototype.addShadows = function() {
var _this = this;
this._model.traverse(function (obj) {
if (obj && obj.geometry) {
_this.addShadow(obj);
}
});
};
/**
* Add a shadow to the scene.
* @param {THREE.Mesh} mesh The mesh of the object casting a shadow
*/
FluxRenderer.prototype.addShadow = function(mesh) {
var shadow = this._shadowBuilder.getShadowVolume(mesh);
this._shadowScene.add(shadow);
};
/**
* Remove a shadow from the scene.
* @param {THREE.Mesh} mesh The mesh of the shadow to remove
*/
FluxRenderer.prototype.removeShadow = function(mesh) {
var shadow = this._shadowBuilder.getShadowVolume(mesh);
this._shadowScene.remove(shadow);
};
/**
* Copy the image that is in the render canvas to this renderer's cache canvas.
* This allows the rendered image to persist even when the renderer is not available.
* This happens when the user moves the mouse away from this viewport to another one.
* @private
*/
FluxRenderer.prototype._cacheImageToCanvas = function () {
this.doRender();
this.ctx.drawImage(this._context.renderer.domElement, 0, 0, this._cacheCanvas.width, this._cacheCanvas.height);
};
/**
* Get the canvas for use in QA scripts
* @return {Canvas} WebGL canvas dom element
*/
FluxRenderer.prototype.getGlCanvas = function() {
return this._context.renderer.domElement;
};
/**
* Migrate renderer.domElement to this host if necessary
* and copy framebuffer into Canvas2D element of the previous host.
* @private
*/
FluxRenderer.prototype._setHost = function() {
if (this === this._context.currentHost) return;
if (this._context.currentHost) {
// Copy the image from domElement (THREE's interactive canvas)
// to the 2D context for this element's canvas
// This image will remain up until the user interacts with the old viewport again
this._context.currentHost._cacheImageToCanvas();
}
this._context.currentHost = this;
this.setSize(this._width, this._height);
// Move the THREE.WebGLRenderer's canvas under the new host
this._domParent.appendChild(this._context.renderer.domElement);
};
/**
* Set the WebGLRenderer parameters to match this renderer.
* @private
*/
FluxRenderer.prototype._update = function() {
this._context.renderer.autoClearColor = this._multipass;
this._context.renderer.autoClearDepth = this._multipass;
this._context.renderer.setSize(this._width, this._height);
this._context.renderer.setClearColor(this._clearColor);
};
/**
* Set the size of things that are per viewport.
* @param {Number} width The canvas width in pixels
* @param {Number} height The canvas height in pixels
*/
FluxRenderer.prototype.setSize = function(width, height) {
if (width <= 0 || height <= 0 || (width === this._width && height === this.height)) return;
this._width = width;
this._height = height;
this._cameras.updateCamera(this._width, this._height);
this._composer.setSize(this._width, this._height);
this._cacheCanvas.height = height;
this._cacheCanvas.width = width;
};
/**
* Make serializable by pruning all references and building an object property tree
* @return {Object} Data to stringify
*/
FluxRenderer.prototype.toJSON = function() {
var serializableState = {
cameras: this._cameras.toJSON(), // camera pos and view
controls: this._controls.toJSON() // center point
};
return serializableState;
};
/**
* Take a data object and use it to update the internal state
* @param {Object} state The properties to set
*/
FluxRenderer.prototype.fromJSON = function(state) {
if (!state) return;
if (state.cameras != null) {
this.setView(state.cameras.view);
this._cameras.fromJSON(state.cameras);
}
if (state.controls) {
this._controls.fromJSON(state.controls);
}
};