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- import { AdditiveBlending, Color, Vector2, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu';
- import { nodeObject, uniform, mrt, texture, getTextureIndex } from 'three/tsl';
- const _size = /*@__PURE__*/ new Vector2();
- let _rendererState;
- /**
- * A special render pass node that renders the scene with SSAA (Supersampling Anti-Aliasing).
- * This manual SSAA approach re-renders the scene ones for each sample with camera jitter and accumulates the results.
- *
- * This node produces a high-quality anti-aliased output but is also extremely expensive because of
- * its brute-force approach of re-rendering the entire scene multiple times.
- *
- * Reference: {@link https://en.wikipedia.org/wiki/Supersampling}
- *
- * @augments PassNode
- * @three_import import { ssaaPass } from 'three/addons/tsl/display/SSAAPassNode.js';
- */
- class SSAAPassNode extends PassNode {
- static get type() {
- return 'SSAAPassNode';
- }
- /**
- * Constructs a new SSAA pass node.
- *
- * @param {Scene} scene - The scene to render.
- * @param {Camera} camera - The camera to render the scene with.
- */
- constructor( scene, camera ) {
- super( PassNode.COLOR, scene, camera );
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isSSAAPassNode = true;
- /**
- * 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 rounding errors should be mitigated or not.
- *
- * @type {boolean}
- * @default true
- */
- this.unbiased = true;
- /**
- * The clear color of the pass.
- *
- * @type {Color}
- * @default 0x000000
- */
- this.clearColor = new Color( 0x000000 );
- /**
- * The clear alpha of the pass.
- *
- * @type {number}
- * @default 0
- */
- this.clearAlpha = 0;
- /**
- * A uniform node representing the sample weight.
- *
- * @type {UniformNode<float>}
- * @default 1
- */
- this.sampleWeight = uniform( 1 );
- /**
- * Reference to the internal render target that holds the current sample.
- *
- * @private
- * @type {?RenderTarget}
- * @default null
- */
- this._sampleRenderTarget = null;
- /**
- * Reference to the internal quad mesh.
- *
- * @private
- * @type {QuadMesh}
- */
- this._quadMesh = new QuadMesh();
- }
- /**
- * This method is used to render the SSAA effect once per frame.
- *
- * @param {NodeFrame} frame - The current node frame.
- */
- updateBefore( frame ) {
- const { renderer } = frame;
- const { scene, camera } = this;
- _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
- //
- this._pixelRatio = renderer.getPixelRatio();
- const size = renderer.getSize( _size );
- this.setSize( size.width, size.height );
- this._sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
- //
- this._cameraNear.value = camera.near;
- this._cameraFar.value = camera.far;
- renderer.setMRT( this.getMRT() );
- renderer.autoClear = false;
- const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
- const baseSampleWeight = 1.0 / jitterOffsets.length;
- const roundingRange = 1 / 32;
- const viewOffset = {
- fullWidth: this.renderTarget.width,
- fullHeight: this.renderTarget.height,
- offsetX: 0,
- offsetY: 0,
- width: this.renderTarget.width,
- height: this.renderTarget.height
- };
- const originalViewOffset = Object.assign( {}, 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 ( camera.setViewOffset ) {
- 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
- );
- }
- this.sampleWeight.value = 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 );
- this.sampleWeight.value += roundingRange * uniformCenteredDistribution;
- }
- renderer.setClearColor( this.clearColor, this.clearAlpha );
- renderer.setRenderTarget( this._sampleRenderTarget );
- renderer.clear();
- renderer.render( scene, camera );
- // accumulation
- renderer.setRenderTarget( this.renderTarget );
- if ( i === 0 ) {
- renderer.setClearColor( 0x000000, 0.0 );
- renderer.clear();
- }
- this._quadMesh.render( renderer );
- }
- renderer.copyTextureToTexture( this._sampleRenderTarget.depthTexture, this.renderTarget.depthTexture );
- // restore
- if ( camera.setViewOffset && originalViewOffset.enabled ) {
- camera.setViewOffset(
- originalViewOffset.fullWidth, originalViewOffset.fullHeight,
- originalViewOffset.offsetX, originalViewOffset.offsetY,
- originalViewOffset.width, originalViewOffset.height
- );
- } else if ( camera.clearViewOffset ) {
- camera.clearViewOffset();
- }
- //
- RendererUtils.restoreRendererState( renderer, _rendererState );
- }
- /**
- * This method is used to setup the effect's MRT configuration and quad mesh.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {PassTextureNode}
- */
- setup( builder ) {
- if ( this._sampleRenderTarget === null ) {
- this._sampleRenderTarget = this.renderTarget.clone();
- }
- let sampleTexture;
- const passMRT = this.getMRT();
- if ( passMRT !== null ) {
- const outputs = {};
- for ( const name in passMRT.outputNodes ) {
- const index = getTextureIndex( this._sampleRenderTarget.textures, name );
- if ( index >= 0 ) {
- outputs[ name ] = texture( this._sampleRenderTarget.textures[ index ] ).mul( this.sampleWeight );
- }
- }
- sampleTexture = mrt( outputs );
- } else {
- sampleTexture = texture( this._sampleRenderTarget.texture ).mul( this.sampleWeight );
- }
- this._quadMesh.material = new NodeMaterial();
- this._quadMesh.material.fragmentNode = sampleTexture;
- this._quadMesh.material.transparent = true;
- this._quadMesh.material.depthTest = false;
- this._quadMesh.material.depthWrite = false;
- this._quadMesh.material.premultipliedAlpha = true;
- this._quadMesh.material.blending = AdditiveBlending;
- this._quadMesh.material.name = 'SSAA';
- return super.setup( builder );
- }
- /**
- * Frees internal resources. This method should be called
- * when the pass is no longer required.
- */
- dispose() {
- super.dispose();
- if ( this._sampleRenderTarget !== null ) {
- this._sampleRenderTarget.dispose();
- }
- }
- }
- export default SSAAPassNode;
- // 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 ]
- ]
- ];
- /**
- * TSL function for creating a SSAA pass node for Supersampling Anti-Aliasing.
- *
- * @tsl
- * @function
- * @param {Scene} scene - The scene to render.
- * @param {Camera} camera - The camera to render the scene with.
- * @returns {SSAAPassNode}
- */
- export const ssaaPass = ( scene, camera ) => nodeObject( new SSAAPassNode( scene, camera ) );
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