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7 changes: 7 additions & 0 deletions src/renderers/WebGLRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -332,6 +332,11 @@ THREE.WebGLRenderer = function ( parameters ) {

this.shadowMap = shadowMap;

// depth prepass

var depthPrepass = new THREE.WebGLDepthPrepass( this );

this.depthPrepass = depthPrepass;

// Plugins

Expand Down Expand Up @@ -1247,6 +1252,8 @@ THREE.WebGLRenderer = function ( parameters ) {

//

depthPrepass.render( opaqueObjects, camera );

if ( scene.overrideMaterial ) {

var overrideMaterial = scene.overrideMaterial;
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182 changes: 182 additions & 0 deletions src/renderers/webgl/WebGLDepthPrepass.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,182 @@
THREE.WebGLDepthPrepass = function( _renderer ) {

var _gl = _renderer.context,
_state = _renderer.state,

_MorphingFlag = 1,
_SkinningFlag = 2,

_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,

_depthMaterials = new Array( _NumberOfMaterialVariants ),

_materialDepthWriteCache = [],
_depthMaterialColorWriteCache = [],

_enabled = false;

var scope = this;

// Init.

var depthMaterialTemplate = new THREE.MeshDepthMaterial();
depthMaterialTemplate.clipping = true;

for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {

var useMorphing = ( i & _MorphingFlag ) !== 0;
var useSkinning = ( i & _SkinningFlag ) !== 0;

var depthMaterial = depthMaterialTemplate.clone();
depthMaterial.morphTargets = useMorphing;
depthMaterial.skinning = useSkinning;

_depthMaterials[ i ] = depthMaterial;

}

//

this.autoUpdate = true;
this.needsUpdate = false;

this.enable = function() {

_enabled = true;

};

this.disable = function() {

for ( var j = 0, jl = _materialDepthWriteCache.length; j < jl; j ++ ) {

_materialDepthWriteCache[ j ].depthWrite = true;

}
for ( var j = 0, jl = _depthMaterialColorWriteCache.length; j < jl; j ++ ) {

_depthMaterialColorWriteCache[ j ].colorWrite = true;

}

_materialDepthWriteCache = [];
_depthMaterialColorWriteCache = [];

_enabled = false;

};

this.render = function( objects, camera ) {

if ( _enabled === false ) return;
if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

for ( var j = 0, jl = objects.length; j < jl; j ++ ) {

var object = objects[ j ].object;
var geometry = objects[ j ].geometry;
var material = objects[ j ].material;

// It is calculated again in main pass.
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

if ( material instanceof THREE.MultiMaterial ) {

var groups = geometry.groups;
var materials = material.materials;

for ( var k = 0, kl = groups.length; k < kl; k ++ ) {

var group = groups[ k ];
var groupMaterial = materials[ group.materialIndex ];

var depthMaterial = getDepthMaterial( object, groupMaterial );

if ( depthMaterial.colorWrite === true ) {

_depthMaterialColorWriteCache.push( depthMaterial );
depthMaterial.colorWrite = false;

}

if ( material.depthWrite === true ) {

_materialDepthWriteCache.push( material );
material.depthWrite = false;

}

_renderer.renderBufferDirect( camera, null, geometry, depthMaterial, object, group );

}

} else {

var depthMaterial = getDepthMaterial( object, material );

if ( depthMaterial.colorWrite === true ) {

_depthMaterialColorWriteCache.push( depthMaterial );
depthMaterial.colorWrite = false;

}

if ( material.depthWrite === true ) {

_materialDepthWriteCache.push( material );
material.depthWrite = false;

}

_renderer.renderBufferDirect( camera, null, geometry, depthMaterial, object, null );

}

}

scope.needsUpdate = false;

};

function getDepthMaterial( object, material ) {

var geometry = object.geometry;

var result = null;

var materialVariants = _depthMaterials;
var customMaterial = object.customDepthMaterial;

if ( ! customMaterial ) {

var useMorphing = geometry.morphTargets !== undefined &&
geometry.morphTargets.length > 0 && material.morphTargets;

var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;

var variantIndex = 0;

if ( useMorphing ) variantIndex |= _MorphingFlag;
if ( useSkinning ) variantIndex |= _SkinningFlag;

result = materialVariants[ variantIndex ];

} else {

result = customMaterial;

}

result.visible = material.visible;
result.wireframe = material.wireframe;
result.side = material.side;
result.clipShadows = material.clipShadows;
result.clippingPlanes = material.clippingPlanes;
result.wireframeLinewidth = material.wireframeLinewidth;
result.linewidth = material.linewidth;

return result;

}

};
1 change: 1 addition & 0 deletions utils/build/includes/common.json
Original file line number Diff line number Diff line change
Expand Up @@ -244,6 +244,7 @@
"src/renderers/webgl/WebGLProperties.js",
"src/renderers/webgl/WebGLShader.js",
"src/renderers/webgl/WebGLShadowMap.js",
"src/renderers/webgl/WebGLDepthPrepass.js",
"src/renderers/webgl/WebGLState.js",
"src/renderers/webgl/WebGLUniforms.js",
"src/renderers/webgl/plugins/LensFlarePlugin.js",
Expand Down