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+/**
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+*
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+* Supersample Anti-Aliasing Render Pass
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+*
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+* @author bhouston / http://clara.io/
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+*
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+* This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
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+*
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+* References: https://en.wikipedia.org/wiki/Supersampling
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+*
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+*/
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+
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+import {
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+ AdditiveBlending,
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+ LinearFilter,
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+ RGBAFormat,
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+ ShaderMaterial,
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+ UniformsUtils,
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+ WebGLRenderTarget
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+} from "../../../build/three.module.js";
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+import { Pass } from "../postprocessing/Pass.js";
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+import { CopyShader } from "../shaders/CopyShader.js";
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+
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+var SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
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+
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+ Pass.call( this );
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+
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+ this.scene = scene;
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+ this.camera = camera;
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+
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+ this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
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+ this.unbiased = true;
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+
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+ // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
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+ this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
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+ this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
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+
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+ if ( CopyShader === undefined ) console.error( "SSAARenderPass relies on CopyShader" );
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+
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+ var copyShader = CopyShader;
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+ this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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+
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+ this.copyMaterial = new ShaderMaterial( {
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+ uniforms: this.copyUniforms,
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+ vertexShader: copyShader.vertexShader,
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+ fragmentShader: copyShader.fragmentShader,
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+ premultipliedAlpha: true,
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+ transparent: true,
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+ blending: AdditiveBlending,
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+ depthTest: false,
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+ depthWrite: false
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+ } );
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+
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+ this.fsQuad = new Pass.FullScreenQuad( this.copyMaterial );
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+
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+};
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+
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+SSAARenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: SSAARenderPass,
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+
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+ dispose: function () {
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+
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+ if ( this.sampleRenderTarget ) {
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+
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+ this.sampleRenderTarget.dispose();
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+ this.sampleRenderTarget = null;
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+
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+ }
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+
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+ },
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+
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+ setSize: function ( width, height ) {
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+
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+ if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
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+
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+ },
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+
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+ render: function ( renderer, writeBuffer, readBuffer ) {
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+
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+ if ( ! this.sampleRenderTarget ) {
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+
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+ this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat } );
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+ this.sampleRenderTarget.texture.name = "SSAARenderPass.sample";
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+
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+ }
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+
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+ var jitterOffsets = SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
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+
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+ var autoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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+
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+ var oldClearColor = renderer.getClearColor().getHex();
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+ var oldClearAlpha = renderer.getClearAlpha();
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+
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+ var baseSampleWeight = 1.0 / jitterOffsets.length;
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+ var roundingRange = 1 / 32;
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+ this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
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+
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+ var width = readBuffer.width, height = readBuffer.height;
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+
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+ // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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+ for ( var i = 0; i < jitterOffsets.length; i ++ ) {
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+
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+ var jitterOffset = jitterOffsets[ i ];
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+
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+ if ( this.camera.setViewOffset ) {
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+
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+ this.camera.setViewOffset( width, height,
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+ jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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+ width, height );
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+
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+ }
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+
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+ var sampleWeight = baseSampleWeight;
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+
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+ if ( this.unbiased ) {
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+
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+ // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
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+ // The following equation varies the sampleWeight per sample so that it is uniformly distributed
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+ // across a range of values whose rounding errors cancel each other out.
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+
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+ var uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
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+ sampleWeight += roundingRange * uniformCenteredDistribution;
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+
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+ }
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+
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+ this.copyUniforms[ "opacity" ].value = sampleWeight;
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+ renderer.setClearColor( this.clearColor, this.clearAlpha );
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+ renderer.setRenderTarget( this.sampleRenderTarget );
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+ renderer.clear();
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+ renderer.render( this.scene, this.camera );
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+
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+ renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
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+
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+ if ( i === 0 ) {
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+
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+ renderer.setClearColor( 0x000000, 0.0 );
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+ renderer.clear();
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+
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+ }
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+
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+ this.fsQuad.render( renderer );
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+
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+ }
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+
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+ if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
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+
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+ renderer.autoClear = autoClear;
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+ renderer.setClearColor( oldClearColor, oldClearAlpha );
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+
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+ }
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+
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+} );
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+
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+
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+// These jitter vectors are specified in integers because it is easier.
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+// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
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+// before being used, thus these integers need to be scaled by 1/16.
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+//
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+// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
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+SSAARenderPass.JitterVectors = [
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+ [
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+ [ 0, 0 ]
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+ ],
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+ [
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+ [ 4, 4 ], [ - 4, - 4 ]
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+ ],
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+ [
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+ [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
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+ ],
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+ [
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+ [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
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+ [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
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+ ],
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+ [
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+ [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
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+ [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
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+ [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
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+ [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
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+ ],
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+ [
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+ [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
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+ [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
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+ [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
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+ [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
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+ [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
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+ [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
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+ [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
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+ [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
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+ ]
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+];
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+
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+export { SSAARenderPass };
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