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JSM: Added module and TS file for SSAARendererPass.

Mugen87 6 år sedan
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89eb79ec68

+ 1 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -175,6 +175,7 @@
 						<li>SavePass</li>
 						<li>ShaderPass</li>
 						<li>SMAAPass</li>
+						<li>SSAARenderPass</li>
 						<li>TexturePass</li>
 						<li>UnrealBloomPass</li>
 					</ul>

+ 21 - 0
examples/jsm/postprocessing/SSAARenderPass.d.ts

@@ -0,0 +1,21 @@
+import {
+  Scene,
+  Camera,
+  Color,
+  ShaderMaterial
+} from '../../../src/Three';
+
+import { Pass } from './Pass';
+
+export class SSAARenderPass extends Pass {
+  constructor(scene: Scene, camera: Camera, clearColor: Color | string | number, clearAlpha: number);
+  scene: Scene;
+  camera: Camera;
+  sampleLevel: number;
+  unbiased: boolean;
+  clearColor: Color | string | number;
+  clearAlpha: number;
+  copyUniforms: object;
+  copyMaterial: ShaderMaterial;
+  fsQuad: object;
+}

+ 194 - 0
examples/jsm/postprocessing/SSAARenderPass.js

@@ -0,0 +1,194 @@
+/**
+*
+* Supersample Anti-Aliasing Render Pass
+*
+* @author bhouston / http://clara.io/
+*
+* This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
+*
+* References: https://en.wikipedia.org/wiki/Supersampling
+*
+*/
+
+import {
+	AdditiveBlending,
+	LinearFilter,
+	RGBAFormat,
+	ShaderMaterial,
+	UniformsUtils,
+	WebGLRenderTarget
+} from "../../../build/three.module.js";
+import { Pass } from "../postprocessing/Pass.js";
+import { CopyShader } from "../shaders/CopyShader.js";
+
+var SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
+
+	Pass.call( this );
+
+	this.scene = scene;
+	this.camera = camera;
+
+	this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
+	this.unbiased = true;
+
+	// as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
+	this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
+	this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
+
+	if ( CopyShader === undefined ) console.error( "SSAARenderPass relies on CopyShader" );
+
+	var copyShader = CopyShader;
+	this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
+
+	this.copyMaterial = new ShaderMaterial(	{
+		uniforms: this.copyUniforms,
+		vertexShader: copyShader.vertexShader,
+		fragmentShader: copyShader.fragmentShader,
+		premultipliedAlpha: true,
+		transparent: true,
+		blending: AdditiveBlending,
+		depthTest: false,
+		depthWrite: false
+	} );
+
+	this.fsQuad = new Pass.FullScreenQuad( this.copyMaterial );
+
+};
+
+SSAARenderPass.prototype = Object.assign( Object.create( Pass.prototype ), {
+
+	constructor: SSAARenderPass,
+
+	dispose: function () {
+
+		if ( this.sampleRenderTarget ) {
+
+			this.sampleRenderTarget.dispose();
+			this.sampleRenderTarget = null;
+
+		}
+
+	},
+
+	setSize: function ( width, height ) {
+
+		if ( this.sampleRenderTarget )	this.sampleRenderTarget.setSize( width, height );
+
+	},
+
+	render: function ( renderer, writeBuffer, readBuffer ) {
+
+		if ( ! this.sampleRenderTarget ) {
+
+			this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat } );
+			this.sampleRenderTarget.texture.name = "SSAARenderPass.sample";
+
+		}
+
+		var jitterOffsets = SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
+
+		var autoClear = renderer.autoClear;
+		renderer.autoClear = false;
+
+		var oldClearColor = renderer.getClearColor().getHex();
+		var oldClearAlpha = renderer.getClearAlpha();
+
+		var baseSampleWeight = 1.0 / jitterOffsets.length;
+		var roundingRange = 1 / 32;
+		this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
+
+		var width = readBuffer.width, height = readBuffer.height;
+
+		// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
+		for ( var i = 0; i < jitterOffsets.length; i ++ ) {
+
+			var jitterOffset = jitterOffsets[ i ];
+
+			if ( this.camera.setViewOffset ) {
+
+				this.camera.setViewOffset( width, height,
+					jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
+					width, height );
+
+			}
+
+			var sampleWeight = 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.
+
+				var uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
+				sampleWeight += roundingRange * uniformCenteredDistribution;
+
+			}
+
+			this.copyUniforms[ "opacity" ].value = sampleWeight;
+			renderer.setClearColor( this.clearColor, this.clearAlpha );
+			renderer.setRenderTarget( this.sampleRenderTarget );
+			renderer.clear();
+			renderer.render( this.scene, this.camera );
+
+			renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
+
+			if ( i === 0 ) {
+
+				renderer.setClearColor( 0x000000, 0.0 );
+				renderer.clear();
+
+			}
+
+			this.fsQuad.render( renderer );
+
+		}
+
+		if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
+
+		renderer.autoClear = autoClear;
+		renderer.setClearColor( oldClearColor, oldClearAlpha );
+
+	}
+
+} );
+
+
+// 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
+SSAARenderPass.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 { SSAARenderPass };

+ 1 - 0
utils/modularize.js

@@ -85,6 +85,7 @@ var files = [
 	{ path: 'postprocessing/SavePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/ShaderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/SMAAPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'SMAAEdgesShader', path: 'shaders/SMAAShader.js' }, { name: 'SMAAWeightsShader', path: 'shaders/SMAAShader.js' }, { name: 'SMAABlendShader', path: 'shaders/SMAAShader.js' } ], ignoreList: [] },
+	{ path: 'postprocessing/SSAARenderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/TexturePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/UnrealBloomPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' }, { name: 'LuminosityHighPassShader', path: 'shaders/LuminosityHighPassShader.js' } ], ignoreList: [] },