Description
This is an overview of the planned changes for v7. The actual implementation details are subject to change during development.
Feel free to leave feedback, questions or suggestions.
The Current Design
The API in postprocessing
is based on three's postprocessing examples; at its core it provides an EffectComposer
that uses a WebGLRenderer
to render passes. A Pass
performs a set of tasks to either render consumable textures or to draw the final result to screen. The RenderPass
renders the scene colors to a texture and serves as a starting point for most render pipelines.
A few years ago, #82 introduced the EffectPass
which can merge Effect
instances into a single fullscreen pass for optimal shader performance. Since then, passes and effects have been added and improved, but some effects like SSR and motion blur are still missing. This is because the current API doesn't provide a good way to implement such effects efficiently. Modern effects need additional scene geometry data such as depth, normals, positions, roughness, velocity, etc. This currently requires the scene to be rendered multiple times using three's limited material override system.
Problems
- The
EffectComposer
creates two internal render targets to store intermediate results.- The purpose of this is to avoid reading from and rendering to the same buffer (feedback loop).
- The composer provides access to these buffers via the
render
method of the passes. - Passes need to tell the composer whether these buffers should be swapped when they're done.
- The composer provides access to these buffers via the
- The
multisampling
(MSAA) setting affects both of these buffers because the composer doesn't know which of them will actually be used by aRenderPass
. - The composer provides a
DepthTexture
to passes that need one, but this feature is partially broken and too limited.
- The purpose of this is to avoid reading from and rendering to the same buffer (feedback loop).
- Passes and effects create several render targets internally which makes optimizations impossible.
- Some passes and effects re-render the main scene to obtain additional data or to mask objects based on depth.
- This leads to poor performance because rendering the main scene is expensive.
Implementation Goals
The buffer management in postprocessing
needs to become more sophisticated to support modern requirements.
- Rename
RenderPass
toGeometryPass
. - Replace
EffectComposer
with a more lightweightRenderPipeline
class.- Pipelines are used to group and run passes.
- The user may create many pipelines. Resources may be shared if they use the same renderer.
- Common setups only require one pipeline that contains a
ClearPass
, aGeometryPass
and one or moreEffectPass
instances. - The first
GeometryPass
in a pipeline will be considered the main pass (regarding the main scene & camera).
- Passes and effects declare
input
andoutput
resources.input
will includeuniforms
andtextures
(aliasbuffers
).output
will includeuniforms
andrenderTargets
(aliasbuffers
).- Resources are declared as key-value pairs.
- Keys are strings and values are either
Texture
orWebGLRenderTarget
. - Keys can also be of type
GBuffer
(string enum). - GBuffer inputs will be filled with the actual textures at runtime.
- Keys are strings and values are either
Input
andOutput
both defineBUFFER_DEFAULT
which will be used to auto connect passes.- All GBuffer textures must be rendered by the
GeometryPass
with MRT. - The configuration of the render targets is controlled by the passes and effects that produce them.
- Declaring input buffers in effects automatically makes these textures available to the respective effect shaders.
- Inputs and outputs of internal effects or passes must be propagated to the outermost pass.
- Render targets will be managed by a
BufferManager
(shared private static instance inRenderPipeline
).- This manager reacts to configuration changes and determines whether render targets can be shared among passes.
- Buffer changes are tracked via events that are dispatched automatically for lifecycle hooks.
- The flags
renderToScreen
andneedsSwap
will be removed. - The parameters of interface methods will be reduced to the bare minimum.
- The last pass in a pipeline will render to screen (default output buffer is
null
) ifpipeline.autoRenderToScreen
istrue
(default).
The general IO concept is similar to other node-based systems like Blender's shader nodes which allow users to define named inputs and outputs. Three's built-in materials must be modified with onBeforeCompile
to use MRT effectively (possibly the biggest challenge). Since MRT requires WebGL 2, effects that make use of the GBuffer may use GLSL 300.
Use Case Examples
Common Setup
import { ... } from "three";
import { ... } from "postprocessing";
const renderer = ...;
const scene = ...;
const camera = ...;
const pipeline = new RenderPipeline(renderer);
pipeline.addPass(new ClearPass());
pipeline.addPass(new GeometryPass(scene, camera, { frameBufferType: HalfFloatType, samples: 4 }));
pipeline.addPass(new EffectPass(new BloomEffect(), ...));
requestAnimationFrame(function render(timestamp: number): void {
requestAnimationFrame(render);
pipeline.render(timestamp);
});
Multiple Scenes
The first GeometryPass
in a pipeline produces the GBuffer. Other GeometryPass
instances in the same pipeline render to the same GBuffer. To render to separate GBuffers, multiple pipelines must be created.
const mainPass = new GeometryPass(scene, camera, { frameBufferType: HalfFloatType, samples: 4 }));
const hudPass = new GeometryPass(hudScene, hudCamera));
const effectPass = new EffectPass(new BloomEffect(), ...);
pipeline.addPass(new ClearPass());
pipeline.addPass(mainPass);
pipeline.addPass(hudPass); // Renders to the same buffer as mainPass by default.
pipeline.addPass(effectPass);
// defaultBuffer is an alias for output.buffers.get(Output.BUFFER_DEFAULT)
hudPass.output.defaultBuffer = effectPass.output.defaultBuffer;
pipeline.addPass(new ClearPass());
pipeline.addPass(mainPass);
pipeline.addPass(effectPass);
pipeline.addPass(hudPass); // Renders to the same buffer as effectPass.
const pipelineA = new RenderPipeline(renderer);
const pipelineB = new RenderPipeline(renderer);
const geoPassA = new GeometryPass(sceneA, cameraA, { samples: 4 }));
const geoPassB = new GeometryPass(sceneB, cameraB, { samples: 4 }));
const blendEffect = new TextureEffect({ texture: geoPassA.output.defaultBuffer.texture });
pipelineA.addPass(new ClearPass());
pipelineA.addPass(geoPassA);
pipelineB.addPass(new ClearPass());
pipelineB.addPass(geoPassB);
pipelineB.addPass(new EffectPass(blendEffect, ...));
IO Management
class ExamplePass extends Pass {
// Temporary buffers are outputs with private names.
// Buffer names will be prefixed internally to avoid collisions.
private static BUFFER_TMP_0 = "buffer.tmp0";
private static BUFFER_TMP_1 = "buffer.tmp1";
constructor() {
super();
this.input.buffers.set(ExampleEffect.BUFFER_TMP_0, null);
this.input.buffers.set(ExampleEffect.BUFFER_TMP_1, null);
// input.defaultBuffer will automatically be set to previousPass.output.defaultBuffer.texture
this.output.defaultBuffer = new WebGLRenderTarget(...);
this.output.buffers.set(ExamplePass.BUFFER_TMP_0, new WebGLRenderTarget(...));
this.output.buffers.set(ExamplePass.BUFFER_TMP_1, new WebGLRenderTarget(...));
...
}
protected override onInputChange(): void {
this.copyMaterial.inputBuffer = this.input.buffers.get(ExampleEffect.BUFFER_TMP_1);
}
override onResolutionChange(resolution: Resolution): void {
const { width, height } = resolution;
this.output.buffers.get(BUFFER_TMP_0).setSize(width, height);
this.output.buffers.get(BUFFER_TMP_1).setSize(width, height);
this.output.setChanged();
}
render(): void {
const { renderer, output } = this;
this.fullscreenMaterial = this.customMaterial;
this.customMaterial.inputBuffer = this.input.defaultBuffer;
renderer.setRenderTarget(output.buffers.get(ExamplePass.BUFFER_TMP_0));
this.renderFullscreen();
this.customMaterial.inputBuffer = this.input.buffers.get(ExampleEffect.BUFFER_TMP_0);
renderer.setRenderTarget(output.buffers.get(ExamplePass.BUFFER_TMP_1));
this.renderFullscreen();
this.fullscreenMaterial = this.copyMaterial;
renderer.setRenderTarget(output.defaultBuffer);
this.renderFullscreen();
}
}
GBuffer Usage
class ExampleEffect extends Effect {
private static BUFFER_TMP = "buffer.tmp";
constructor() {
super();
this.fragmentShader = fragmentShader;
this.uniforms.set(..., ...);
this.input.buffers.set(GBuffer.DEPTH, null);
this.input.buffers.set(GBuffer.NORMAL, null);
// GeometryPass provides optimization options for things like normal-depth downsampling.
//this.input.buffers.set(GBuffer.NORMAL_DEPTH, null);
this.input.buffers.set(ExampleEffect.BUFFER_TMP, null);
// Note: Using the default output buffer in an Effect would result in an error.
this.output.buffers.set(ExampleEffect.BUFFER_TMP, new WebGLRenderTarget(1, 1, {
depthBuffer: false
}));
this.exampleMaterial = ...;
}
protected override onInputChange(): void {
// Refresh uniforms...
const buffers = this.input.buffers;
this.exampleMaterial.depthBuffer = this.input.buffers.get(GBuffer.DEPTH);
this.exampleMaterial.normalBuffer = this.input.buffers.get(GBuffer.NORMAL);
this.uniforms.get("exampleBuffer").value = buffers.get(ExampleEffect.BUFFER_TMP);
}
...
}
Effect Shader Changes
Shader Function Signatures
Fragment Shader
vec4 mainImage(in vec4 inputColor, in vec2 uv, in GData data);
void mainUv(inout vec2 uv);
Vertex Shader
void mainSupport(in vec2 uv);
Geometry Data
Effects have access to the geometry data of the current fragment via the data
parameter of the mainImage
function. The EffectPass
detects whether an effect reads a value from this struct and only fetches the relevant data from the respective textures when it's actually needed. Sampling depth at another coordinate can be done via float readDepth(in vec2 uv)
. To calculate the view Z based on depth, the function float getViewZ(in float depth)
can be used. GData
is defined as follows:
struct GData {
vec3 position;
vec3 normal;
float depth;
float roughness;
float metalness;
float luminance;
}
Uniforms, Macros and Varyings
All shaders have access to the following uniforms:
uniform vec4 resolution; // screen resolution (xy), texel size (zw)
uniform vec3 cameraParams; // near, far, aspect
uniform float time;
The fragment shader has access to the following additional uniforms:
// Availability of actual buffers depends on the input configuration.
struct GBuffer {
sampler2D color;
sampler2D position;
sampler2D depth;
sampler2D normal;
sampler2D normalDepth;
sampler2D roughnessMetalness;
}
uniform GBuffer gBuffer;
The following varyings are reserved:
varying vec2 vUv;
Available vertex attributes:
attribute vec3 position;
Available macros:
- If the main camera is a
PerspectiveCamera
, the macroPERSPECTIVE_CAMERA
will be defined. - If the geometry pass uses a float type color buffer, the macro
FRAMEBUFFER_PRECISION_HIGH
will be defined.