244 lines
6.3 KiB
JavaScript
244 lines
6.3 KiB
JavaScript
import {
|
|
HalfFloatType,
|
|
WebGLRenderTarget
|
|
} from 'three';
|
|
import { SSAARenderPass } from './SSAARenderPass.js';
|
|
|
|
/**
|
|
*
|
|
* Temporal Anti-Aliasing Render Pass.
|
|
*
|
|
* When there is no motion in the scene, the TAA render pass accumulates jittered camera
|
|
* samples across frames to create a high quality anti-aliased result.
|
|
*
|
|
* Note: This effect uses no reprojection so it is no TRAA implementation.
|
|
*
|
|
* ```js
|
|
* const taaRenderPass = new TAARenderPass( scene, camera );
|
|
* taaRenderPass.unbiased = false;
|
|
* composer.addPass( taaRenderPass );
|
|
* ```
|
|
*
|
|
* @augments SSAARenderPass
|
|
* @three_import import { TAARenderPass } from 'three/addons/postprocessing/TAARenderPass.js';
|
|
*/
|
|
class TAARenderPass extends SSAARenderPass {
|
|
|
|
/**
|
|
* Constructs a new TAA render pass.
|
|
*
|
|
* @param {Scene} scene - The scene to render.
|
|
* @param {Camera} camera - The camera.
|
|
* @param {?(number|Color|string)} [clearColor=0x000000] - The clear color of the render pass.
|
|
* @param {?number} [clearAlpha=0] - The clear alpha of the render pass.
|
|
*/
|
|
constructor( scene, camera, clearColor, clearAlpha ) {
|
|
|
|
super( scene, camera, clearColor, clearAlpha );
|
|
|
|
/**
|
|
* Overwritten and set to 0 by default.
|
|
*
|
|
* @type {number}
|
|
* @default 0
|
|
*/
|
|
this.sampleLevel = 0;
|
|
|
|
/**
|
|
* Whether to accumulate frames or not. This enables
|
|
* the TAA.
|
|
*
|
|
* @type {boolean}
|
|
* @default false
|
|
*/
|
|
this.accumulate = false;
|
|
|
|
/**
|
|
* The accumulation index.
|
|
*
|
|
* @type {number}
|
|
* @default -1
|
|
*/
|
|
this.accumulateIndex = - 1;
|
|
|
|
// internals
|
|
|
|
this._sampleRenderTarget = null;
|
|
this._holdRenderTarget = null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Performs the TAA render pass.
|
|
*
|
|
* @param {WebGLRenderer} renderer - The renderer.
|
|
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
|
|
* destination for the pass.
|
|
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
|
|
* previous pass from this buffer.
|
|
* @param {number} deltaTime - The delta time in seconds.
|
|
* @param {boolean} maskActive - Whether masking is active or not.
|
|
*/
|
|
render( renderer, writeBuffer, readBuffer, deltaTime/*, maskActive*/ ) {
|
|
|
|
if ( this.accumulate === false ) {
|
|
|
|
super.render( renderer, writeBuffer, readBuffer, deltaTime );
|
|
|
|
this.accumulateIndex = - 1;
|
|
return;
|
|
|
|
}
|
|
|
|
const jitterOffsets = _JitterVectors[ 5 ];
|
|
|
|
if ( this._sampleRenderTarget === null ) {
|
|
|
|
this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
|
|
this._sampleRenderTarget.texture.name = 'TAARenderPass.sample';
|
|
|
|
}
|
|
|
|
if ( this._holdRenderTarget === null ) {
|
|
|
|
this._holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
|
|
this._holdRenderTarget.texture.name = 'TAARenderPass.hold';
|
|
|
|
}
|
|
|
|
if ( this.accumulateIndex === - 1 ) {
|
|
|
|
super.render( renderer, this._holdRenderTarget, readBuffer, deltaTime );
|
|
|
|
this.accumulateIndex = 0;
|
|
|
|
}
|
|
|
|
const autoClear = renderer.autoClear;
|
|
renderer.autoClear = false;
|
|
|
|
renderer.getClearColor( this._oldClearColor );
|
|
const oldClearAlpha = renderer.getClearAlpha();
|
|
|
|
const sampleWeight = 1.0 / ( jitterOffsets.length );
|
|
|
|
if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
|
|
|
|
this._copyUniforms[ 'opacity' ].value = sampleWeight;
|
|
this._copyUniforms[ 'tDiffuse' ].value = writeBuffer.texture;
|
|
|
|
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
|
|
const numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
|
|
for ( let i = 0; i < numSamplesPerFrame; i ++ ) {
|
|
|
|
const j = this.accumulateIndex;
|
|
const jitterOffset = jitterOffsets[ j ];
|
|
|
|
if ( this.camera.setViewOffset ) {
|
|
|
|
this.camera.setViewOffset( readBuffer.width, readBuffer.height,
|
|
jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
|
|
readBuffer.width, readBuffer.height );
|
|
|
|
}
|
|
|
|
renderer.setRenderTarget( writeBuffer );
|
|
renderer.setClearColor( this.clearColor, this.clearAlpha );
|
|
renderer.clear();
|
|
renderer.render( this.scene, this.camera );
|
|
|
|
renderer.setRenderTarget( this._sampleRenderTarget );
|
|
if ( this.accumulateIndex === 0 ) {
|
|
|
|
renderer.setClearColor( 0x000000, 0.0 );
|
|
renderer.clear();
|
|
|
|
}
|
|
|
|
this._fsQuad.render( renderer );
|
|
|
|
this.accumulateIndex ++;
|
|
|
|
if ( this.accumulateIndex >= jitterOffsets.length ) break;
|
|
|
|
}
|
|
|
|
if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
|
|
|
|
}
|
|
|
|
renderer.setClearColor( this.clearColor, this.clearAlpha );
|
|
const accumulationWeight = this.accumulateIndex * sampleWeight;
|
|
|
|
if ( accumulationWeight > 0 ) {
|
|
|
|
this._copyUniforms[ 'opacity' ].value = 1.0;
|
|
this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture;
|
|
renderer.setRenderTarget( writeBuffer );
|
|
renderer.clear();
|
|
this._fsQuad.render( renderer );
|
|
|
|
}
|
|
|
|
if ( accumulationWeight < 1.0 ) {
|
|
|
|
this._copyUniforms[ 'opacity' ].value = 1.0 - accumulationWeight;
|
|
this._copyUniforms[ 'tDiffuse' ].value = this._holdRenderTarget.texture;
|
|
renderer.setRenderTarget( writeBuffer );
|
|
this._fsQuad.render( renderer );
|
|
|
|
}
|
|
|
|
renderer.autoClear = autoClear;
|
|
renderer.setClearColor( this._oldClearColor, oldClearAlpha );
|
|
|
|
}
|
|
|
|
/**
|
|
* Frees the GPU-related resources allocated by this instance. Call this
|
|
* method whenever the pass is no longer used in your app.
|
|
*/
|
|
dispose() {
|
|
|
|
super.dispose();
|
|
|
|
if ( this._holdRenderTarget ) this._holdRenderTarget.dispose();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const _JitterVectors = [
|
|
[
|
|
[ 0, 0 ]
|
|
],
|
|
[
|
|
[ 4, 4 ], [ - 4, - 4 ]
|
|
],
|
|
[
|
|
[ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
|
|
],
|
|
[
|
|
[ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
|
|
[ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
|
|
],
|
|
[
|
|
[ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
|
|
[ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
|
|
[ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
|
|
[ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
|
|
],
|
|
[
|
|
[ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
|
|
[ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
|
|
[ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
|
|
[ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
|
|
[ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
|
|
[ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
|
|
[ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
|
|
[ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
|
|
]
|
|
];
|
|
|
|
export { TAARenderPass };
|