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- import {
- AdditiveBlending,
- Color,
- HalfFloatType,
- ShaderMaterial,
- UniformsUtils,
- WebGLRenderTarget
- } from 'three';
- 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.
- *
- * ```js
- * const ssaaRenderPass = new SSAARenderPass( scene, camera );
- * ssaaRenderPass.sampleLevel = 3;
- * composer.addPass( ssaaRenderPass );
- * ```
- *
- * @augments Pass
- * @three_import import { SSAARenderPass } from 'three/addons/postprocessing/SSAARenderPass.js';
- */
- class SSAARenderPass extends Pass {
- /**
- * Constructs a new SSAA render pass.
- *
- * @param {Scene} scene - The scene to render.
- * @param {Camera} camera - The camera.
- * @param {?(number|Color|string)} [clearColor=0x000000] - The clear color of the render pass.
- * @param {?number} [clearAlpha=0] - The clear alpha of the render pass.
- */
- constructor( scene, camera, clearColor = 0x000000, clearAlpha = 0 ) {
- super();
- /**
- * The scene to render.
- *
- * @type {Scene}
- */
- this.scene = scene;
- /**
- * The camera.
- *
- * @type {Camera}
- */
- this.camera = camera;
- /**
- * The sample level. Specified as n, where the number of
- * samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
- *
- * @type {number}
- * @default 4
- */
- this.sampleLevel = 4;
- /**
- * Whether the pass should be unbiased or not. This property has the most
- * visible effect when rendering to a RGBA8 buffer because it mitigates
- * rounding errors. By default RGBA16F is used.
- *
- * @type {boolean}
- * @default true
- */
- this.unbiased = true;
- /**
- * Whether to use a stencil buffer or not. This property can't
- * be changed after the first render.
- *
- * @type {boolean}
- * @default false
- */
- this.stencilBuffer = false;
- /**
- * The clear color of the render pass.
- *
- * @type {?(number|Color|string)}
- * @default 0x000000
- */
- this.clearColor = clearColor;
- /**
- * The clear alpha of the render pass.
- *
- * @type {?number}
- * @default 0
- */
- this.clearAlpha = clearAlpha;
- // internals
- this._sampleRenderTarget = null;
- this._oldClearColor = new Color();
- this._copyUniforms = UniformsUtils.clone( CopyShader.uniforms );
- this._copyMaterial = new ShaderMaterial( {
- uniforms: this._copyUniforms,
- vertexShader: CopyShader.vertexShader,
- fragmentShader: CopyShader.fragmentShader,
- transparent: true,
- depthTest: false,
- depthWrite: false,
- premultipliedAlpha: true,
- blending: AdditiveBlending
- } );
- this._fsQuad = new FullScreenQuad( this._copyMaterial );
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- if ( this._sampleRenderTarget ) {
- this._sampleRenderTarget.dispose();
- this._sampleRenderTarget = null;
- }
- this._copyMaterial.dispose();
- this._fsQuad.dispose();
- }
- /**
- * Sets the size of the pass.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- setSize( width, height ) {
- if ( this._sampleRenderTarget ) this._sampleRenderTarget.setSize( width, height );
- }
- /**
- * Performs the SSAA render pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
- if ( ! this._sampleRenderTarget ) {
- this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType, stencilBuffer: this.stencilBuffer } );
- 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 ]
- ]
- ];
- export { SSAARenderPass };
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