| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227 | 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=-2147217396const _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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