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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 manual msaa</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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+ <style>
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+ body {
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+ margin: 0px;
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+ background-color: #000;
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+ overflow: hidden;
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+ font-family:Monospace;
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+ font-size:13px;
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+ margin: 0px;
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+ text-align:center;
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+ overflow: hidden;
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+ }
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+
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+ #info {
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+ color: #fff;
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+ position: absolute;
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+ top: 10px;
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+ width: 100%;
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+ text-align: center;
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+ display:block;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - Unbiased Manual Multi-Sample Anti-Aliasing (MSAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/>
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+ This example shows how to unbias the rounding errors accumulated using high number of MSAA 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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+
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+ <div id="container"></div>
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+
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+ <script src="../build/three.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+ <script src="js/libs/dat.gui.min.js"></script>
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+
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+ <script src="js/shaders/CopyShader.js"></script>
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+
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+ <script src="js/postprocessing/EffectComposer.js"></script>
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+ <script src="js/postprocessing/ManualMSAARenderPass.js"></script>
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+ <script src="js/postprocessing/RenderPass.js"></script>
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+ <script src="js/postprocessing/MaskPass.js"></script>
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+ <script src="js/postprocessing/ShaderPass.js"></script>
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+
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+
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+ <script>
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+
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+ var camera, scene, renderer, composer, copyPass, msaaRenderPass;
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+ var gui, stats, texture;
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+
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+ var param = {
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+ sampleLevel: 4,
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+ unbiased: true
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+ };
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+
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+ init();
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+ animate();
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+
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+ clearGui();
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+
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+ function clearGui() {
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+
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+ if ( gui ) gui.destroy();
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+
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+ gui = new dat.GUI();
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+
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+ gui.add( param, "unbiased" );
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+ gui.add( param, '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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+ 'Level 3: 8 Samples': 3,
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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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+
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+ gui.open();
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+
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+ }
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+
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+ function init() {
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+
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+ container = document.getElementById( "container" );
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+
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+ var width = window.innerWidth || 1;
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+ var height = window.innerHeight || 1;
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+ var devicePixelRatio = window.devicePixelRatio || 1;
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: false } );
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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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+
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+ stats = new Stats();
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+ container.appendChild( stats.dom );
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+
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+ //
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+
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+ camera = new THREE.PerspectiveCamera( 65, width / height, 3, 10 );
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+ camera.position.z = 7;
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+
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+ scene = new THREE.Scene();
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+
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+ group = new THREE.Object3D();
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+ scene.add( group );
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+
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+ var 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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+
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+ var 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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+
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+ var 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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+
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+ var light3 = new THREE.AmbientLight( 0xffffff, 0.05 );
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+ scene.add( light3 );
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+
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+ var geometry = new THREE.SphereBufferGeometry( 3, 48, 24 );
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+ for ( var i = 0; i < 120; i ++ ) {
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+
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+ var 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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+ var 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.x = mesh.scale.y = mesh.scale.z = Math.random() * 0.2 + 0.05;
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+ group.add( mesh );
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+ }
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+
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+ // postprocessing
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+
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+ composer = new THREE.EffectComposer( renderer );
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+
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+ msaaRenderPass = new THREE.ManualMSAARenderPass( scene, camera );
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+ composer.addPass( msaaRenderPass );
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+
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+ copyPass = new THREE.ShaderPass( THREE.CopyShader );
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+ copyPass.renderToScreen = true;
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+ composer.addPass( copyPass );
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ var width = window.innerWidth;
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+ var height = window.innerHeight;
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+
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+ camera.aspect = width / height;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( width, height );
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+
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+ var pixelRatio = renderer.getPixelRatio();
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+ var newWidth = Math.floor( width / pixelRatio ) || 1;
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+ var newHeight = Math.floor( height / pixelRatio ) || 1;
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+ composer.setSize( newWidth, newHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ stats.begin();
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+
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+ for ( var i = 0; i < scene.children.length; i ++ ) {
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+
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+ var child = scene.children[ i ];
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+
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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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+
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+ msaaRenderPass.sampleLevel = param.sampleLevel;
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+ msaaRenderPass.unbiased = param.unbiased;
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+
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+ composer.render();
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+ stats.end();
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+
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+ }
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+
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+ </script>
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+ <div>
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+ </body>
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+</html>
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