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							- import {
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- 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.
 
-  *
 
-  * References:
 
-  *
 
-  * TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes.
 
-  *
 
-  */
 
- class TAARenderPass extends SSAARenderPass {
 
- 	constructor( scene, camera, clearColor, clearAlpha ) {
 
- 		super( scene, camera, clearColor, clearAlpha );
 
- 		this.sampleLevel = 0;
 
- 		this.accumulate = false;
 
- 	}
 
- 	render( renderer, writeBuffer, readBuffer, deltaTime ) {
 
- 		if ( ! this.accumulate ) {
 
- 			super.render( renderer, writeBuffer, readBuffer, deltaTime );
 
- 			this.accumulateIndex = - 1;
 
- 			return;
 
- 		}
 
- 		const jitterOffsets = _JitterVectors[ 5 ];
 
- 		if ( ! this.sampleRenderTarget ) {
 
- 			this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
 
- 			this.sampleRenderTarget.texture.name = 'TAARenderPass.sample';
 
- 		}
 
- 		if ( ! this.holdRenderTarget ) {
 
- 			this.holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
 
- 			this.holdRenderTarget.texture.name = 'TAARenderPass.hold';
 
- 		}
 
- 		if ( this.accumulate && this.accumulateIndex === - 1 ) {
 
- 			super.render( renderer, this.holdRenderTarget, readBuffer, deltaTime );
 
- 			this.accumulateIndex = 0;
 
- 		}
 
- 		const autoClear = renderer.autoClear;
 
- 		renderer.autoClear = false;
 
- 		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.clear();
 
- 				renderer.render( this.scene, this.camera );
 
- 				renderer.setRenderTarget( this.sampleRenderTarget );
 
- 				if ( this.accumulateIndex === 0 ) renderer.clear();
 
- 				this.fsQuad.render( renderer );
 
- 				this.accumulateIndex ++;
 
- 				if ( this.accumulateIndex >= jitterOffsets.length ) break;
 
- 			}
 
- 			if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
 
- 		}
 
- 		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 );
 
- 			if ( accumulationWeight === 0 ) renderer.clear();
 
- 			this.fsQuad.render( renderer );
 
- 		}
 
- 		renderer.autoClear = autoClear;
 
- 	}
 
- }
 
- 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 };
 
 
  |