314 lines
8.0 KiB
JavaScript
314 lines
8.0 KiB
JavaScript
import {
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AdditiveBlending,
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Color,
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HalfFloatType,
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ShaderMaterial,
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UniformsUtils,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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/**
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* Supersample Anti-Aliasing Render Pass.
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*
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* This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
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*
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* ```js
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* const ssaaRenderPass = new SSAARenderPass( scene, camera );
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* ssaaRenderPass.sampleLevel = 3;
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* composer.addPass( ssaaRenderPass );
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* ```
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*
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* @augments Pass
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* @three_import import { SSAARenderPass } from 'three/addons/postprocessing/SSAARenderPass.js';
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*/
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class SSAARenderPass extends Pass {
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/**
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* Constructs a new SSAA render pass.
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*
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* @param {Scene} scene - The scene to render.
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* @param {Camera} camera - The camera.
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* @param {?(number|Color|string)} [clearColor=0x000000] - The clear color of the render pass.
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* @param {?number} [clearAlpha=0] - The clear alpha of the render pass.
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*/
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constructor( scene, camera, clearColor = 0x000000, clearAlpha = 0 ) {
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super();
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/**
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* The scene to render.
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*
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* @type {Scene}
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*/
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this.scene = scene;
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/**
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* The camera.
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*
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* @type {Camera}
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*/
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this.camera = camera;
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/**
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* The sample level. Specified as n, where the number of
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* samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
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*
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* @type {number}
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* @default 4
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*/
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this.sampleLevel = 4;
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/**
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* Whether the pass should be unbiased or not. This property has the most
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* visible effect when rendering to a RGBA8 buffer because it mitigates
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* rounding errors. By default RGBA16F is used.
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*
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* @type {boolean}
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* @default true
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*/
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this.unbiased = true;
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/**
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* Whether to use a stencil buffer or not. This property can't
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* be changed after the first render.
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*
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* @type {boolean}
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* @default false
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*/
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this.stencilBuffer = false;
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/**
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* The clear color of the render pass.
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*
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* @type {?(number|Color|string)}
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* @default 0x000000
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*/
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this.clearColor = clearColor;
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/**
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* The clear alpha of the render pass.
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*
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* @type {?number}
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* @default 0
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*/
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this.clearAlpha = clearAlpha;
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// internals
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this._sampleRenderTarget = null;
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this._oldClearColor = new Color();
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this._copyUniforms = UniformsUtils.clone( CopyShader.uniforms );
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this._copyMaterial = new ShaderMaterial( {
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uniforms: this._copyUniforms,
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vertexShader: CopyShader.vertexShader,
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fragmentShader: CopyShader.fragmentShader,
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transparent: true,
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depthTest: false,
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depthWrite: false,
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premultipliedAlpha: true,
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blending: AdditiveBlending
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} );
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this._fsQuad = new FullScreenQuad( this._copyMaterial );
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}
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/**
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* Frees the GPU-related resources allocated by this instance. Call this
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* method whenever the pass is no longer used in your app.
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*/
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dispose() {
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if ( this._sampleRenderTarget ) {
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this._sampleRenderTarget.dispose();
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this._sampleRenderTarget = null;
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}
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this._copyMaterial.dispose();
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this._fsQuad.dispose();
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}
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/**
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* Sets the size of the pass.
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*
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* @param {number} width - The width to set.
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* @param {number} height - The width to set.
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*/
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setSize( width, height ) {
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if ( this._sampleRenderTarget ) this._sampleRenderTarget.setSize( width, height );
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}
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/**
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* Performs the SSAA render pass.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
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* destination for the pass.
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* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
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* previous pass from this buffer.
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* @param {number} deltaTime - The delta time in seconds.
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* @param {boolean} maskActive - Whether masking is active or not.
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*/
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
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if ( ! this._sampleRenderTarget ) {
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this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType, stencilBuffer: this.stencilBuffer } );
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this._sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
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}
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const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
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const autoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.getClearColor( this._oldClearColor );
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const oldClearAlpha = renderer.getClearAlpha();
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const baseSampleWeight = 1.0 / jitterOffsets.length;
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const roundingRange = 1 / 32;
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this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture;
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const viewOffset = {
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fullWidth: readBuffer.width,
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fullHeight: readBuffer.height,
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offsetX: 0,
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offsetY: 0,
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width: readBuffer.width,
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height: readBuffer.height
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};
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const originalViewOffset = Object.assign( {}, this.camera.view );
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if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
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// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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for ( let i = 0; i < jitterOffsets.length; i ++ ) {
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const jitterOffset = jitterOffsets[ i ];
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if ( this.camera.setViewOffset ) {
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this.camera.setViewOffset(
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viewOffset.fullWidth, viewOffset.fullHeight,
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viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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viewOffset.width, viewOffset.height
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);
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}
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let sampleWeight = baseSampleWeight;
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if ( this.unbiased ) {
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// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
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// The following equation varies the sampleWeight per sample so that it is uniformly distributed
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// across a range of values whose rounding errors cancel each other out.
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const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
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sampleWeight += roundingRange * uniformCenteredDistribution;
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}
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this._copyUniforms[ 'opacity' ].value = sampleWeight;
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renderer.setClearColor( this.clearColor, this.clearAlpha );
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renderer.setRenderTarget( this._sampleRenderTarget );
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renderer.clear();
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renderer.render( this.scene, this.camera );
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renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
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if ( i === 0 ) {
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renderer.setClearColor( 0x000000, 0.0 );
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renderer.clear();
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}
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this._fsQuad.render( renderer );
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}
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if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
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this.camera.setViewOffset(
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originalViewOffset.fullWidth, originalViewOffset.fullHeight,
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originalViewOffset.offsetX, originalViewOffset.offsetY,
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originalViewOffset.width, originalViewOffset.height
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);
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} else if ( this.camera.clearViewOffset ) {
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this.camera.clearViewOffset();
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}
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renderer.autoClear = autoClear;
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renderer.setClearColor( this._oldClearColor, oldClearAlpha );
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}
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}
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// These jitter vectors are specified in integers because it is easier.
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// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
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// before being used, thus these integers need to be scaled by 1/16.
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//
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// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
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const _JitterVectors = [
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[
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[ 0, 0 ]
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],
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[
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[ 4, 4 ], [ - 4, - 4 ]
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],
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[
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[ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
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],
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[
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[ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
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[ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
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],
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[
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[ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
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[ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
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[ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
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[ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
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],
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[
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[ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
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[ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
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[ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
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[ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
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[ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
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[ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
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[ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
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[ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
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]
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];
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export { SSAARenderPass };
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