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							- import {
 
- 	AdditiveBlending,
 
- 	Color,
 
- 	LinearFilter,
 
- 	RGBAFormat,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { CopyShader } from '../shaders/CopyShader.js';
 
- /**
 
- *
 
- * Supersample Anti-Aliasing Render 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 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 Color();
 
- 		if ( CopyShader === undefined ) console.error( 'THREE.SSAARenderPass relies on CopyShader' );
 
- 		const copyShader = CopyShader;
 
- 		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
 
- 		this.copyMaterial = new ShaderMaterial(	{
 
- 			uniforms: this.copyUniforms,
 
- 			vertexShader: copyShader.vertexShader,
 
- 			fragmentShader: copyShader.fragmentShader,
 
- 			premultipliedAlpha: true,
 
- 			transparent: true,
 
- 			blending: AdditiveBlending,
 
- 			depthTest: false,
 
- 			depthWrite: false
 
- 		} );
 
- 		this.fsQuad = new 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 WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: LinearFilter, magFilter: LinearFilter, format: 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 ]
 
- 	]
 
- ];
 
- export { SSAARenderPass };
 
 
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