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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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