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							- ( function () {
 
- 	/**
 
- *
 
- * Supersample Anti-Aliasing Render THREE.Pass
 
- *
 
- * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
 
- *
 
- * References: https://en.wikipedia.org/wiki/Supersampling
 
- *
 
- */
 
- 	class SSAARenderPass extends THREE.Pass {
 
- 		constructor( scene, camera, clearColor, clearAlpha ) {
 
- 			super();
 
- 			this.scene = scene;
 
- 			this.camera = camera;
 
- 			this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
 
- 			this.unbiased = true; // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
 
- 			this.clearColor = clearColor !== undefined ? clearColor : 0x000000;
 
- 			this.clearAlpha = clearAlpha !== undefined ? clearAlpha : 0;
 
- 			this._oldClearColor = new THREE.Color();
 
- 			if ( THREE.CopyShader === undefined ) console.error( 'THREE.SSAARenderPass relies on THREE.CopyShader' );
 
- 			const copyShader = THREE.CopyShader;
 
- 			this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
 
- 			this.copyMaterial = new THREE.ShaderMaterial( {
 
- 				uniforms: this.copyUniforms,
 
- 				vertexShader: copyShader.vertexShader,
 
- 				fragmentShader: copyShader.fragmentShader,
 
- 				premultipliedAlpha: true,
 
- 				transparent: true,
 
- 				blending: THREE.AdditiveBlending,
 
- 				depthTest: false,
 
- 				depthWrite: false
 
- 			} );
 
- 			this.fsQuad = new THREE.FullScreenQuad( this.copyMaterial );
 
- 		}
 
- 		dispose() {
 
- 			if ( this.sampleRenderTarget ) {
 
- 				this.sampleRenderTarget.dispose();
 
- 				this.sampleRenderTarget = null;
 
- 			}
 
- 		}
 
- 		setSize( width, height ) {
 
- 			if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
 
- 		}
 
- 		render( renderer, writeBuffer, readBuffer ) {
 
- 			if ( ! this.sampleRenderTarget ) {
 
- 				this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, {
 
- 					minFilter: THREE.LinearFilter,
 
- 					magFilter: THREE.LinearFilter,
 
- 					format: THREE.RGBAFormat
 
- 				} );
 
- 				this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
 
- 			}
 
- 			const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
 
- 			const autoClear = renderer.autoClear;
 
- 			renderer.autoClear = false;
 
- 			renderer.getClearColor( this._oldClearColor );
 
- 			const oldClearAlpha = renderer.getClearAlpha();
 
- 			const baseSampleWeight = 1.0 / jitterOffsets.length;
 
- 			const roundingRange = 1 / 32;
 
- 			this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;
 
- 			const viewOffset = {
 
- 				fullWidth: readBuffer.width,
 
- 				fullHeight: readBuffer.height,
 
- 				offsetX: 0,
 
- 				offsetY: 0,
 
- 				width: readBuffer.width,
 
- 				height: readBuffer.height
 
- 			};
 
- 			const originalViewOffset = Object.assign( {}, this.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 ( this.camera.setViewOffset ) {
 
- 					this.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 );
 
- 				}
 
- 				let sampleWeight = 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;
 
- 					sampleWeight += roundingRange * uniformCenteredDistribution;
 
- 				}
 
- 				this.copyUniforms[ 'opacity' ].value = sampleWeight;
 
- 				renderer.setClearColor( this.clearColor, this.clearAlpha );
 
- 				renderer.setRenderTarget( this.sampleRenderTarget );
 
- 				renderer.clear();
 
- 				renderer.render( this.scene, this.camera );
 
- 				renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
 
- 				if ( i === 0 ) {
 
- 					renderer.setClearColor( 0x000000, 0.0 );
 
- 					renderer.clear();
 
- 				}
 
- 				this.fsQuad.render( renderer );
 
- 			}
 
- 			if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
 
- 				this.camera.setViewOffset( originalViewOffset.fullWidth, originalViewOffset.fullHeight, originalViewOffset.offsetX, originalViewOffset.offsetY, originalViewOffset.width, originalViewOffset.height );
 
- 			} else if ( this.camera.clearViewOffset ) {
 
- 				this.camera.clearViewOffset();
 
- 			}
 
- 			renderer.autoClear = autoClear;
 
- 			renderer.setClearColor( this._oldClearColor, oldClearAlpha );
 
- 		}
 
- 	} // 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 ]]];
 
- 	THREE.SSAARenderPass = SSAARenderPass;
 
- } )();
 
 
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