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- import {
- HalfFloatType,
- WebGLRenderTarget
- } from 'three';
- 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.
- *
- * Note: This effect uses no reprojection so it is no TRAA implementation.
- *
- * ```js
- * const taaRenderPass = new TAARenderPass( scene, camera );
- * taaRenderPass.unbiased = false;
- * composer.addPass( taaRenderPass );
- * ```
- *
- * @augments SSAARenderPass
- * @three_import import { TAARenderPass } from 'three/addons/postprocessing/TAARenderPass.js';
- */
- class TAARenderPass extends SSAARenderPass {
- /**
- * Constructs a new TAA 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, clearAlpha ) {
- super( scene, camera, clearColor, clearAlpha );
- /**
- * Overwritten and set to 0 by default.
- *
- * @type {number}
- * @default 0
- */
- this.sampleLevel = 0;
- /**
- * Whether to accumulate frames or not. This enables
- * the TAA.
- *
- * @type {boolean}
- * @default false
- */
- this.accumulate = false;
- /**
- * The accumulation index.
- *
- * @type {number}
- * @default -1
- */
- this.accumulateIndex = - 1;
- // internals
- this._sampleRenderTarget = null;
- this._holdRenderTarget = null;
- }
- /**
- * Performs the TAA 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.accumulate === false ) {
- super.render( renderer, writeBuffer, readBuffer, deltaTime );
- this.accumulateIndex = - 1;
- return;
- }
- const jitterOffsets = _JitterVectors[ 5 ];
- if ( this._sampleRenderTarget === null ) {
- this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
- this._sampleRenderTarget.texture.name = 'TAARenderPass.sample';
- }
- if ( this._holdRenderTarget === null ) {
- this._holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
- this._holdRenderTarget.texture.name = 'TAARenderPass.hold';
- }
- if ( this.accumulateIndex === - 1 ) {
- super.render( renderer, this._holdRenderTarget, readBuffer, deltaTime );
- this.accumulateIndex = 0;
- }
- const autoClear = renderer.autoClear;
- renderer.autoClear = false;
- renderer.getClearColor( this._oldClearColor );
- const oldClearAlpha = renderer.getClearAlpha();
- 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.setClearColor( this.clearColor, this.clearAlpha );
- renderer.clear();
- renderer.render( this.scene, this.camera );
- renderer.setRenderTarget( this._sampleRenderTarget );
- if ( this.accumulateIndex === 0 ) {
- renderer.setClearColor( 0x000000, 0.0 );
- renderer.clear();
- }
- this._fsQuad.render( renderer );
- this.accumulateIndex ++;
- if ( this.accumulateIndex >= jitterOffsets.length ) break;
- }
- if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
- }
- renderer.setClearColor( this.clearColor, this.clearAlpha );
- 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 );
- this._fsQuad.render( renderer );
- }
- renderer.autoClear = autoClear;
- renderer.setClearColor( this._oldClearColor, oldClearAlpha );
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- super.dispose();
- if ( this._holdRenderTarget ) this._holdRenderTarget.dispose();
- }
- }
- 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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