| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161 | ( 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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