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- import { Color, Vector2, NearestFilter, Matrix4, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu';
- import { add, float, If, Loop, int, Fn, min, max, clamp, nodeObject, texture, uniform, uv, vec2, vec4, luminance } from 'three/tsl';
- const _quadMesh = /*@__PURE__*/ new QuadMesh();
- const _size = /*@__PURE__*/ new Vector2();
- let _rendererState;
- /**
- * A special render pass node that renders the scene with TRAA (Temporal Reprojection Anti-Aliasing).
- *
- * Note: The current implementation does not yet support MRT setups.
- *
- * References:
- * - {@link https://alextardif.com/TAA.html}
- * - {@link https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/}
- *
- * @augments PassNode
- * @three_import import { traaPass } from 'three/addons/tsl/display/TRAAPassNode.js';
- */
- class TRAAPassNode extends PassNode {
- static get type() {
- return 'TRAAPassNode';
- }
- /**
- * Constructs a new TRAA 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.isTRAAPassNode = 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;
- /**
- * The jitter index selects the current camera offset value.
- *
- * @private
- * @type {number}
- * @default 0
- */
- this._jitterIndex = 0;
- /**
- * Used to save the original/unjittered projection matrix.
- *
- * @private
- * @type {Matrix4}
- */
- this._originalProjectionMatrix = new Matrix4();
- /**
- * A uniform node holding the inverse resolution value.
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._invSize = uniform( new Vector2() );
- /**
- * The render target that holds the current sample.
- *
- * @private
- * @type {?RenderTarget}
- * @default null
- */
- this._sampleRenderTarget = null;
- /**
- * The render target that represents the history of frame data.
- *
- * @private
- * @type {?RenderTarget}
- * @default null
- */
- this._historyRenderTarget = null;
- /**
- * Material used for the resolve step.
- *
- * @private
- * @type {NodeMaterial}
- */
- this._resolveMaterial = new NodeMaterial();
- this._resolveMaterial.name = 'TRAA.Resolve';
- }
- /**
- * Sets the size of the effect.
- *
- * @param {number} width - The width of the effect.
- * @param {number} height - The height of the effect.
- * @return {boolean} Whether the TRAA needs a restart or not. That is required after a resize since buffer data with different sizes can't be resolved.
- */
- setSize( width, height ) {
- super.setSize( width, height );
- let needsRestart = false;
- if ( this.renderTarget.width !== this._sampleRenderTarget.width || this.renderTarget.height !== this._sampleRenderTarget.height ) {
- this._sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
- this._historyRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
- this._invSize.value.set( 1 / this.renderTarget.width, 1 / this.renderTarget.height );
- needsRestart = true;
- }
- return needsRestart;
- }
- /**
- * This method is used to render the 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 );
- const needsRestart = this.setSize( size.width, size.height );
- // save original/unjittered projection matrix for velocity pass
- camera.updateProjectionMatrix();
- this._originalProjectionMatrix.copy( camera.projectionMatrix );
- // camera configuration
- this._cameraNear.value = camera.near;
- this._cameraFar.value = camera.far;
- // configure jitter as view offset
- 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 );
- const jitterOffset = _JitterVectors[ this._jitterIndex ];
- 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
- );
- // configure velocity
- const mrt = this.getMRT();
- const velocityOutput = mrt.get( 'velocity' );
- if ( velocityOutput !== undefined ) {
- velocityOutput.setProjectionMatrix( this._originalProjectionMatrix );
- } else {
- throw new Error( 'THREE:TRAAPassNode: Missing velocity output in MRT configuration.' );
- }
- // render sample
- renderer.setMRT( mrt );
- renderer.setClearColor( this.clearColor, this.clearAlpha );
- renderer.setRenderTarget( this._sampleRenderTarget );
- renderer.render( scene, camera );
- renderer.setRenderTarget( null );
- renderer.setMRT( null );
- // every time when the dimensions change we need fresh history data. Copy the sample
- // into the history and final render target (no AA happens at that point).
- if ( needsRestart === true ) {
- // bind and clear render target to make sure they are initialized after the resize which triggers a dispose()
- renderer.setRenderTarget( this._historyRenderTarget );
- renderer.clear();
- renderer.setRenderTarget( this.renderTarget );
- renderer.clear();
- renderer.setRenderTarget( null );
- renderer.copyTextureToTexture( this._sampleRenderTarget.texture, this._historyRenderTarget.texture );
- renderer.copyTextureToTexture( this._sampleRenderTarget.texture, this.renderTarget.texture );
- } else {
- // resolve
- renderer.setRenderTarget( this.renderTarget );
- _quadMesh.material = this._resolveMaterial;
- _quadMesh.render( renderer );
- renderer.setRenderTarget( null );
- // update history
- renderer.copyTextureToTexture( this.renderTarget.texture, this._historyRenderTarget.texture );
- }
- // copy depth
- renderer.copyTextureToTexture( this._sampleRenderTarget.depthTexture, this.renderTarget.depthTexture );
- // update jitter index
- this._jitterIndex ++;
- this._jitterIndex = this._jitterIndex % ( _JitterVectors.length - 1 );
- // restore
- if ( originalViewOffset.enabled ) {
- camera.setViewOffset(
- originalViewOffset.fullWidth, originalViewOffset.fullHeight,
- originalViewOffset.offsetX, originalViewOffset.offsetY,
- originalViewOffset.width, originalViewOffset.height
- );
- } else {
- camera.clearViewOffset();
- }
- velocityOutput.setProjectionMatrix( null );
- RendererUtils.restoreRendererState( renderer, _rendererState );
- }
- /**
- * This method is used to setup the effect's render targets and TSL code.
- *
- * @param {NodeBuilder} builder - The current node builder.
- * @return {PassTextureNode}
- */
- setup( builder ) {
- if ( this._sampleRenderTarget === null ) {
- this._sampleRenderTarget = this.renderTarget.clone();
- this._historyRenderTarget = this.renderTarget.clone();
- this._sampleRenderTarget.texture.minFiler = NearestFilter;
- this._sampleRenderTarget.texture.magFilter = NearestFilter;
- const velocityTarget = this._sampleRenderTarget.texture.clone();
- velocityTarget.isRenderTargetTexture = true;
- velocityTarget.name = 'velocity';
- this._sampleRenderTarget.textures.push( velocityTarget ); // for MRT
- }
- // textures
- const historyTexture = texture( this._historyRenderTarget.texture );
- const sampleTexture = texture( this._sampleRenderTarget.textures[ 0 ] );
- const velocityTexture = texture( this._sampleRenderTarget.textures[ 1 ] );
- const depthTexture = texture( this._sampleRenderTarget.depthTexture );
- const resolve = Fn( () => {
- const uvNode = uv();
- const minColor = vec4( 10000 ).toVar();
- const maxColor = vec4( - 10000 ).toVar();
- const closestDepth = float( 1 ).toVar();
- const closestDepthPixelPosition = vec2( 0 ).toVar();
- // sample a 3x3 neighborhood to create a box in color space
- // clamping the history color with the resulting min/max colors mitigates ghosting
- Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'x' }, ( { x } ) => {
- Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'y' }, ( { y } ) => {
- const uvNeighbor = uvNode.add( vec2( float( x ), float( y ) ).mul( this._invSize ) ).toVar();
- const colorNeighbor = max( vec4( 0 ), sampleTexture.sample( uvNeighbor ) ).toVar(); // use max() to avoid propagate garbage values
- minColor.assign( min( minColor, colorNeighbor ) );
- maxColor.assign( max( maxColor, colorNeighbor ) );
- const currentDepth = depthTexture.sample( uvNeighbor ).r.toVar();
- // find the sample position of the closest depth in the neighborhood (used for velocity)
- If( currentDepth.lessThan( closestDepth ), () => {
- closestDepth.assign( currentDepth );
- closestDepthPixelPosition.assign( uvNeighbor );
- } );
- } );
- } );
- // sampling/reprojection
- const offset = velocityTexture.sample( closestDepthPixelPosition ).xy.mul( vec2( 0.5, - 0.5 ) ); // NDC to uv offset
- const currentColor = sampleTexture.sample( uvNode );
- const historyColor = historyTexture.sample( uvNode.sub( offset ) );
- // clamping
- const clampedHistoryColor = clamp( historyColor, minColor, maxColor );
- // flicker reduction based on luminance weighing
- const currentWeight = float( 0.05 ).toVar();
- const historyWeight = currentWeight.oneMinus().toVar();
- const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( max( currentColor.r, currentColor.g ), currentColor.b ).add( 1.0 ) ) ) );
- const compressedHistory = clampedHistoryColor.mul( float( 1 ).div( ( max( max( clampedHistoryColor.r, clampedHistoryColor.g ), clampedHistoryColor.b ).add( 1.0 ) ) ) );
- const luminanceCurrent = luminance( compressedCurrent.rgb );
- const luminanceHistory = luminance( compressedHistory.rgb );
- currentWeight.mulAssign( float( 1.0 ).div( luminanceCurrent.add( 1 ) ) );
- historyWeight.mulAssign( float( 1.0 ).div( luminanceHistory.add( 1 ) ) );
- return add( currentColor.mul( currentWeight ), clampedHistoryColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) );
- } );
- // materials
- this._resolveMaterial.fragmentNode = resolve();
- return super.setup( builder );
- }
- /**
- * Frees internal resources. This method should be called
- * when the effect is no longer required.
- */
- dispose() {
- super.dispose();
- if ( this._sampleRenderTarget !== null ) {
- this._sampleRenderTarget.dispose();
- this._historyRenderTarget.dispose();
- }
- this._resolveMaterial.dispose();
- }
- }
- export default TRAAPassNode;
- // 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 = [
- [ - 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 TRAA pass node for Temporal Reprojection Anti-Aliasing.
- *
- * @tsl
- * @function
- * @param {Scene} scene - The scene to render.
- * @param {Camera} camera - The camera to render the scene with.
- * @returns {TRAAPassNode}
- */
- export const traaPass = ( scene, camera ) => nodeObject( new TRAAPassNode( scene, camera ) );
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