359 lines
8.5 KiB
JavaScript
359 lines
8.5 KiB
JavaScript
import { AdditiveBlending, Color, Vector2, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu';
|
|
import { nodeObject, uniform, mrt, texture, getTextureIndex } from 'three/tsl';
|
|
|
|
const _size = /*@__PURE__*/ new Vector2();
|
|
|
|
let _rendererState;
|
|
|
|
/**
|
|
* A special render pass node that renders the scene with SSAA (Supersampling Anti-Aliasing).
|
|
* This manual SSAA approach re-renders the scene ones for each sample with camera jitter and accumulates the results.
|
|
*
|
|
* This node produces a high-quality anti-aliased output but is also extremely expensive because of
|
|
* its brute-force approach of re-rendering the entire scene multiple times.
|
|
*
|
|
* Reference: {@link https://en.wikipedia.org/wiki/Supersampling}
|
|
*
|
|
* @augments PassNode
|
|
* @three_import import { ssaaPass } from 'three/addons/tsl/display/SSAAPassNode.js';
|
|
*/
|
|
class SSAAPassNode extends PassNode {
|
|
|
|
static get type() {
|
|
|
|
return 'SSAAPassNode';
|
|
|
|
}
|
|
|
|
/**
|
|
* Constructs a new SSAA pass node.
|
|
*
|
|
* @param {Scene} scene - The scene to render.
|
|
* @param {Camera} camera - The camera to render the scene with.
|
|
*/
|
|
constructor( scene, camera ) {
|
|
|
|
super( PassNode.COLOR, scene, camera );
|
|
|
|
/**
|
|
* This flag can be used for type testing.
|
|
*
|
|
* @type {boolean}
|
|
* @readonly
|
|
* @default true
|
|
*/
|
|
this.isSSAAPassNode = true;
|
|
|
|
/**
|
|
* The sample level specified as n, where the number of samples is 2^n,
|
|
* so sampleLevel = 4, is 2^4 samples, 16.
|
|
*
|
|
* @type {number}
|
|
* @default 4
|
|
*/
|
|
this.sampleLevel = 4;
|
|
|
|
/**
|
|
* Whether rounding errors should be mitigated or not.
|
|
*
|
|
* @type {boolean}
|
|
* @default true
|
|
*/
|
|
this.unbiased = true;
|
|
|
|
/**
|
|
* The clear color of the pass.
|
|
*
|
|
* @type {Color}
|
|
* @default 0x000000
|
|
*/
|
|
this.clearColor = new Color( 0x000000 );
|
|
|
|
/**
|
|
* The clear alpha of the pass.
|
|
*
|
|
* @type {number}
|
|
* @default 0
|
|
*/
|
|
this.clearAlpha = 0;
|
|
|
|
/**
|
|
* A uniform node representing the sample weight.
|
|
*
|
|
* @type {UniformNode<float>}
|
|
* @default 1
|
|
*/
|
|
this.sampleWeight = uniform( 1 );
|
|
|
|
/**
|
|
* Reference to the internal render target that holds the current sample.
|
|
*
|
|
* @private
|
|
* @type {?RenderTarget}
|
|
* @default null
|
|
*/
|
|
this._sampleRenderTarget = null;
|
|
|
|
/**
|
|
* Reference to the internal quad mesh.
|
|
*
|
|
* @private
|
|
* @type {QuadMesh}
|
|
*/
|
|
this._quadMesh = new QuadMesh();
|
|
|
|
}
|
|
|
|
/**
|
|
* This method is used to render the SSAA effect once per frame.
|
|
*
|
|
* @param {NodeFrame} frame - The current node frame.
|
|
*/
|
|
updateBefore( frame ) {
|
|
|
|
const { renderer } = frame;
|
|
const { scene, camera } = this;
|
|
|
|
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
|
|
|
|
//
|
|
|
|
this._pixelRatio = renderer.getPixelRatio();
|
|
|
|
const size = renderer.getSize( _size );
|
|
|
|
this.setSize( size.width, size.height );
|
|
this._sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
|
|
|
|
//
|
|
|
|
this._cameraNear.value = camera.near;
|
|
this._cameraFar.value = camera.far;
|
|
|
|
renderer.setMRT( this.getMRT() );
|
|
renderer.autoClear = false;
|
|
|
|
const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
|
|
|
|
const baseSampleWeight = 1.0 / jitterOffsets.length;
|
|
const roundingRange = 1 / 32;
|
|
|
|
const viewOffset = {
|
|
|
|
fullWidth: this.renderTarget.width,
|
|
fullHeight: this.renderTarget.height,
|
|
offsetX: 0,
|
|
offsetY: 0,
|
|
width: this.renderTarget.width,
|
|
height: this.renderTarget.height
|
|
|
|
};
|
|
|
|
const originalViewOffset = Object.assign( {}, camera.view );
|
|
|
|
if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
|
|
|
|
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
|
|
|
|
for ( let i = 0; i < jitterOffsets.length; i ++ ) {
|
|
|
|
const jitterOffset = jitterOffsets[ i ];
|
|
|
|
if ( camera.setViewOffset ) {
|
|
|
|
camera.setViewOffset(
|
|
|
|
viewOffset.fullWidth, viewOffset.fullHeight,
|
|
|
|
viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
|
|
|
|
viewOffset.width, viewOffset.height
|
|
|
|
);
|
|
|
|
}
|
|
|
|
this.sampleWeight.value = baseSampleWeight;
|
|
|
|
if ( this.unbiased ) {
|
|
|
|
// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
|
|
// The following equation varies the sampleWeight per sample so that it is uniformly distributed
|
|
// across a range of values whose rounding errors cancel each other out.
|
|
|
|
const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
|
|
this.sampleWeight.value += roundingRange * uniformCenteredDistribution;
|
|
|
|
}
|
|
|
|
renderer.setClearColor( this.clearColor, this.clearAlpha );
|
|
renderer.setRenderTarget( this._sampleRenderTarget );
|
|
renderer.clear();
|
|
renderer.render( scene, camera );
|
|
|
|
// accumulation
|
|
|
|
renderer.setRenderTarget( this.renderTarget );
|
|
|
|
if ( i === 0 ) {
|
|
|
|
renderer.setClearColor( 0x000000, 0.0 );
|
|
renderer.clear();
|
|
|
|
}
|
|
|
|
this._quadMesh.render( renderer );
|
|
|
|
}
|
|
|
|
renderer.copyTextureToTexture( this._sampleRenderTarget.depthTexture, this.renderTarget.depthTexture );
|
|
|
|
// restore
|
|
|
|
if ( camera.setViewOffset && originalViewOffset.enabled ) {
|
|
|
|
camera.setViewOffset(
|
|
|
|
originalViewOffset.fullWidth, originalViewOffset.fullHeight,
|
|
|
|
originalViewOffset.offsetX, originalViewOffset.offsetY,
|
|
|
|
originalViewOffset.width, originalViewOffset.height
|
|
|
|
);
|
|
|
|
} else if ( camera.clearViewOffset ) {
|
|
|
|
camera.clearViewOffset();
|
|
|
|
}
|
|
|
|
//
|
|
|
|
RendererUtils.restoreRendererState( renderer, _rendererState );
|
|
|
|
}
|
|
|
|
/**
|
|
* This method is used to setup the effect's MRT configuration and quad mesh.
|
|
*
|
|
* @param {NodeBuilder} builder - The current node builder.
|
|
* @return {PassTextureNode}
|
|
*/
|
|
setup( builder ) {
|
|
|
|
if ( this._sampleRenderTarget === null ) {
|
|
|
|
this._sampleRenderTarget = this.renderTarget.clone();
|
|
|
|
}
|
|
|
|
let sampleTexture;
|
|
|
|
const passMRT = this.getMRT();
|
|
|
|
if ( passMRT !== null ) {
|
|
|
|
const outputs = {};
|
|
|
|
for ( const name in passMRT.outputNodes ) {
|
|
|
|
const index = getTextureIndex( this._sampleRenderTarget.textures, name );
|
|
|
|
if ( index >= 0 ) {
|
|
|
|
outputs[ name ] = texture( this._sampleRenderTarget.textures[ index ] ).mul( this.sampleWeight );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sampleTexture = mrt( outputs );
|
|
|
|
} else {
|
|
|
|
sampleTexture = texture( this._sampleRenderTarget.texture ).mul( this.sampleWeight );
|
|
|
|
}
|
|
|
|
this._quadMesh.material = new NodeMaterial();
|
|
this._quadMesh.material.fragmentNode = sampleTexture;
|
|
this._quadMesh.material.transparent = true;
|
|
this._quadMesh.material.depthTest = false;
|
|
this._quadMesh.material.depthWrite = false;
|
|
this._quadMesh.material.premultipliedAlpha = true;
|
|
this._quadMesh.material.blending = AdditiveBlending;
|
|
this._quadMesh.material.name = 'SSAA';
|
|
|
|
return super.setup( builder );
|
|
|
|
}
|
|
|
|
/**
|
|
* Frees internal resources. This method should be called
|
|
* when the pass is no longer required.
|
|
*/
|
|
dispose() {
|
|
|
|
super.dispose();
|
|
|
|
if ( this._sampleRenderTarget !== null ) {
|
|
|
|
this._sampleRenderTarget.dispose();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export default SSAAPassNode;
|
|
|
|
// These jitter vectors are specified in integers because it is easier.
|
|
// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
|
|
// before being used, thus these integers need to be scaled by 1/16.
|
|
//
|
|
// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
|
|
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 ]
|
|
]
|
|
];
|
|
|
|
/**
|
|
* TSL function for creating a SSAA pass node for Supersampling Anti-Aliasing.
|
|
*
|
|
* @tsl
|
|
* @function
|
|
* @param {Scene} scene - The scene to render.
|
|
* @param {Camera} camera - The camera to render the scene with.
|
|
* @returns {SSAAPassNode}
|
|
*/
|
|
export const ssaaPass = ( scene, camera ) => nodeObject( new SSAAPassNode( scene, camera ) );
|