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@@ -1,16 +1,16 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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- <title>three.js webgl - postprocessing ssaa</title>
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+ <title>three.js webgl - postprocessing manual ssaa</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Manual Supersampling Anti-Aliasing (SSAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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- This manual approach to SSAA re-renders the scene once for each sample with camera jitter and accumulates the results.<br/><br/>
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- Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Unbiased Manual Supersamling Anti-Aliasing (SSAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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+ This example shows how to unbias the rounding errors accumulated using high number of SSAA samples on a 8-bit per channel buffer.<br/><br/>
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+ Turn off the "unbiased" feature to see the banding that results from accumulated rounding errors.
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</div>
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<div id="container"></div>
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@@ -27,11 +27,20 @@
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import { SSAARenderPass } from './jsm/postprocessing/SSAARenderPass.js';
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import { CopyShader } from './jsm/shaders/CopyShader.js';
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- let camera, scene, renderer, composer, copyPass, ssaaRenderPass;
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+ let scene, renderer, composer, copyPass;
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+ let cameraP, ssaaRenderPassP;
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+ let cameraO, ssaaRenderPassO;
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let gui, stats;
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- const param = {
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- sampleLevel: 2
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+ const params = {
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+ sampleLevel: 4,
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+ renderToScreen: false,
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+ unbiased: true,
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+ camera: 'perspective',
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+ clearColor: 'black',
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+ clearAlpha: 1.0,
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+ autoRotate: true
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+
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};
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init();
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@@ -45,7 +54,9 @@
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gui = new GUI();
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- gui.add( param, 'sampleLevel', {
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+ gui.add( params, "unbiased" );
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+ gui.add( params, "renderToScreen" );
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+ gui.add( params, 'sampleLevel', {
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'Level 0: 1 Sample': 0,
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'Level 1: 2 Samples': 1,
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'Level 2: 4 Samples': 2,
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@@ -53,6 +64,10 @@
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'Level 4: 16 Samples': 4,
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'Level 5: 32 Samples': 5
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} );
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+ gui.add( params, 'camera', [ 'perspective', 'orthographic' ] );
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+ gui.add( params, "clearColor", [ 'black', 'white', 'blue', 'green', 'red' ] );
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+ gui.add( params, "clearAlpha", 0, 1 );
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+ gui.add( params, "autoRotate" );
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gui.open();
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@@ -62,46 +77,87 @@
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const container = document.getElementById( "container" );
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+ const width = window.innerWidth || 1;
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+ const height = window.innerHeight || 1;
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+ const aspect = width / height;
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+ const devicePixelRatio = window.devicePixelRatio || 1;
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+
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renderer = new THREE.WebGLRenderer();
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setPixelRatio( devicePixelRatio );
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+ renderer.setSize( width, height );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.dom );
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- camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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- camera.position.z = 300;
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+ cameraP = new THREE.PerspectiveCamera( 65, aspect, 3, 10 );
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+ cameraP.position.z = 7;
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+
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+ cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 3, 10 );
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+ cameraO.position.z = 7;
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+
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+ const fov = THREE.MathUtils.degToRad( cameraP.fov );
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+ const hyperfocus = ( cameraP.near + cameraP.far ) / 2;
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+ const _height = 2 * Math.tan( fov / 2 ) * hyperfocus;
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+ cameraO.zoom = height / _height;
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+
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scene = new THREE.Scene();
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- const geometry = new THREE.BoxBufferGeometry( 120, 120, 120 );
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- const material1 = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
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+ const group = new THREE.Group();
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+ scene.add( group );
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- const mesh1 = new THREE.Mesh( geometry, material1 );
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- mesh1.position.x = - 100;
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- scene.add( mesh1 );
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+ const light = new THREE.PointLight( 0xddffdd, 1.0 );
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+ light.position.z = 70;
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+ light.position.y = - 70;
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+ light.position.x = - 70;
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+ scene.add( light );
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- const texture = new THREE.TextureLoader().load( "textures/brick_diffuse.jpg" );
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- texture.minFilter = THREE.NearestFilter;
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- texture.magFilter = THREE.NearestFilter;
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- texture.anisotropy = 1;
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- texture.generateMipmaps = false;
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+ const light2 = new THREE.PointLight( 0xffdddd, 1.0 );
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+ light2.position.z = 70;
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+ light2.position.x = - 70;
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+ light2.position.y = 70;
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+ scene.add( light2 );
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- const material2 = new THREE.MeshBasicMaterial( { map: texture } );
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+ const light3 = new THREE.PointLight( 0xddddff, 1.0 );
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+ light3.position.z = 70;
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+ light3.position.x = 70;
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+ light3.position.y = - 70;
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+ scene.add( light3 );
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- const mesh2 = new THREE.Mesh( geometry, material2 );
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- mesh2.position.x = 100;
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- scene.add( mesh2 );
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+ const light4 = new THREE.AmbientLight( 0xffffff, 0.05 );
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+ scene.add( light4 );
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- // postprocessing
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+ const geometry = new THREE.SphereBufferGeometry( 3, 48, 24 );
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- composer = new EffectComposer( renderer );
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+ for ( let i = 0; i < 120; i ++ ) {
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+
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+ const material = new THREE.MeshStandardMaterial();
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+ material.roughness = 0.5 * Math.random() + 0.25;
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+ material.metalness = 0;
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+ material.color.setHSL( Math.random(), 1.0, 0.3 );
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+
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+ const mesh = new THREE.Mesh( geometry, material );
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+ mesh.position.x = Math.random() * 4 - 2;
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+ mesh.position.y = Math.random() * 4 - 2;
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+ mesh.position.z = Math.random() * 4 - 2;
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+ mesh.rotation.x = Math.random();
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+ mesh.rotation.y = Math.random();
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+ mesh.rotation.z = Math.random();
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+
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+ mesh.scale.setScalar( Math.random() * 0.2 + 0.05 );
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+ group.add( mesh );
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- ssaaRenderPass = new SSAARenderPass( scene, camera );
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- ssaaRenderPass.unbiased = false;
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- composer.addPass( ssaaRenderPass );
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+ }
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+
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+ // postprocessing
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+ composer = new EffectComposer( renderer );
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+ composer.setPixelRatio( 1 ); // ensure pixel ratio is always 1 for performance reasons
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+ ssaaRenderPassP = new SSAARenderPass( scene, cameraP );
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+ composer.addPass( ssaaRenderPassP );
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+ ssaaRenderPassO = new SSAARenderPass( scene, cameraO );
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+ composer.addPass( ssaaRenderPassO );
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copyPass = new ShaderPass( CopyShader );
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composer.addPass( copyPass );
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@@ -113,9 +169,16 @@
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const width = window.innerWidth;
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const height = window.innerHeight;
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+ const aspect = width / height;
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+
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+ cameraP.aspect = aspect;
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+ cameraO.updateProjectionMatrix();
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- camera.aspect = width / height;
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- camera.updateProjectionMatrix();
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+ cameraO.left = - height * aspect;
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+ cameraO.right = height * aspect;
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+ cameraO.top = height;
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+ cameraO.bottom = - height;
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+ cameraO.updateProjectionMatrix();
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renderer.setSize( width, height );
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composer.setSize( width, height );
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@@ -128,18 +191,44 @@
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stats.begin();
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- for ( let i = 0; i < scene.children.length; i ++ ) {
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+ if ( params.autoRotate ) {
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+
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+ for ( let i = 0; i < scene.children.length; i ++ ) {
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+
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+ const child = scene.children[ i ];
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- const child = scene.children[ i ];
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+ child.rotation.x += 0.005;
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+ child.rotation.y += 0.01;
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- child.rotation.x += 0.005;
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- child.rotation.y += 0.01;
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+ }
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}
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- ssaaRenderPass.sampleLevel = param.sampleLevel;
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+ let newColor = ssaaRenderPassP.clearColor;
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+
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+ switch ( params.clearColor ) {
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+
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+ case 'blue': newColor = 0x0000ff; break;
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+ case 'red': newColor = 0xff0000; break;
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+ case 'green': newColor = 0x00ff00; break;
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+ case 'white': newColor = 0xffffff; break;
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+ case 'black': newColor = 0x000000; break;
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+
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+ }
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+
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+ ssaaRenderPassP.clearColor = ssaaRenderPassO.clearColor = newColor;
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+ ssaaRenderPassP.clearAlpha = ssaaRenderPassO.clearAlpha = params.clearAlpha;
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+
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+ ssaaRenderPassP.sampleLevel = ssaaRenderPassO.sampleLevel = params.sampleLevel;
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+ ssaaRenderPassP.unbiased = ssaaRenderPassO.unbiased = params.unbiased;
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+
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+ ssaaRenderPassP.enabled = ( params.camera === 'perspective' );
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+ ssaaRenderPassO.enabled = ( params.camera === 'orthographic' );
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+
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+ copyPass.enabled = ! params.renderToScreen;
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composer.render();
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+
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stats.end();
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}
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