| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167 | 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 };
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