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Эх сурвалжийг харах

JSM: Added module and TS file for TAARenderPass.

Mugen87 6 жил өмнө
parent
commit
d3f6b68a33

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

@@ -176,6 +176,7 @@
 						<li>ShaderPass</li>
 						<li>SMAAPass</li>
 						<li>SSAARenderPass</li>
+						<li>TAARenderPass</li>
 						<li>TexturePass</li>
 						<li>UnrealBloomPass</li>
 					</ul>

+ 2 - 2
examples/js/postprocessing/TAARenderPass.js

@@ -12,7 +12,7 @@
  *
  */
 
-THREE.TAARenderPass = function ( scene, camera, params ) {
+THREE.TAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
 
 	if ( THREE.SSAARenderPass === undefined ) {
 
@@ -20,7 +20,7 @@ THREE.TAARenderPass = function ( scene, camera, params ) {
 
 	}
 
-	THREE.SSAARenderPass.call( this, scene, camera, params );
+	THREE.SSAARenderPass.call( this, scene, camera, clearColor, clearAlpha );
 
 	this.sampleLevel = 0;
 	this.accumulate = false;

+ 12 - 0
examples/jsm/postprocessing/TAARenderPass.d.ts

@@ -0,0 +1,12 @@
+import {
+  Scene,
+  Camera,
+  Color
+} from '../../../src/Three';
+
+import { SSAARenderPass } from './SSAARenderPass';
+
+export class TAARenderPass extends SSAARenderPass {
+  constructor(scene: Scene, camera: Camera, clearColor: Color | string | number, clearAlpha: number);
+  accumulate: boolean;
+}

+ 147 - 0
examples/jsm/postprocessing/TAARenderPass.js

@@ -0,0 +1,147 @@
+/**
+ *
+ * Temporal Anti-Aliasing Render Pass
+ *
+ * @author bhouston / http://clara.io/
+ *
+ * When there is no motion in the scene, the TAA render pass accumulates jittered camera samples across frames to create a high quality anti-aliased result.
+ *
+ * References:
+ *
+ * TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes.
+ *
+ */
+
+import {
+	WebGLRenderTarget
+} from "../../../build/three.module.js";
+import { SSAARenderPass } from "../postprocessing/SSAARenderPass.js";
+
+var TAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
+
+	if ( SSAARenderPass === undefined ) {
+
+		console.error( "TAARenderPass relies on SSAARenderPass" );
+
+	}
+
+	SSAARenderPass.call( this, scene, camera, clearColor, clearAlpha );
+
+	this.sampleLevel = 0;
+	this.accumulate = false;
+
+};
+
+TAARenderPass.JitterVectors = SSAARenderPass.JitterVectors;
+
+TAARenderPass.prototype = Object.assign( Object.create( SSAARenderPass.prototype ), {
+
+	constructor: TAARenderPass,
+
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime ) {
+
+		if ( ! this.accumulate ) {
+
+			SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, deltaTime );
+
+			this.accumulateIndex = - 1;
+			return;
+
+		}
+
+		var jitterOffsets = TAARenderPass.JitterVectors[ 5 ];
+
+		if ( ! this.sampleRenderTarget ) {
+
+			this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
+			this.sampleRenderTarget.texture.name = "TAARenderPass.sample";
+
+		}
+
+		if ( ! this.holdRenderTarget ) {
+
+			this.holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
+			this.holdRenderTarget.texture.name = "TAARenderPass.hold";
+
+		}
+
+		if ( this.accumulate && this.accumulateIndex === - 1 ) {
+
+			SSAARenderPass.prototype.render.call( this, renderer, this.holdRenderTarget, readBuffer, deltaTime );
+
+			this.accumulateIndex = 0;
+
+		}
+
+		var autoClear = renderer.autoClear;
+		renderer.autoClear = false;
+
+		var sampleWeight = 1.0 / ( jitterOffsets.length );
+
+		if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
+
+			this.copyUniforms[ "opacity" ].value = sampleWeight;
+			this.copyUniforms[ "tDiffuse" ].value = writeBuffer.texture;
+
+			// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
+			var numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
+			for ( var i = 0; i < numSamplesPerFrame; i ++ ) {
+
+				var j = this.accumulateIndex;
+				var jitterOffset = jitterOffsets[ j ];
+
+				if ( this.camera.setViewOffset ) {
+
+					this.camera.setViewOffset( readBuffer.width, readBuffer.height,
+						jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
+						readBuffer.width, readBuffer.height );
+
+				}
+
+				renderer.setRenderTarget( writeBuffer );
+				renderer.clear();
+				renderer.render( this.scene, this.camera );
+
+				renderer.setRenderTarget( this.sampleRenderTarget );
+				if ( this.accumulateIndex === 0 ) renderer.clear();
+				this.fsQuad.render( renderer );
+
+				this.accumulateIndex ++;
+
+				if ( this.accumulateIndex >= jitterOffsets.length ) break;
+
+			}
+
+			if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
+
+		}
+
+		var accumulationWeight = this.accumulateIndex * sampleWeight;
+
+		if ( accumulationWeight > 0 ) {
+
+			this.copyUniforms[ "opacity" ].value = 1.0;
+			this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
+			renderer.setRenderTarget( writeBuffer );
+			renderer.clear();
+			this.fsQuad.render( renderer );
+
+		}
+
+		if ( accumulationWeight < 1.0 ) {
+
+			this.copyUniforms[ "opacity" ].value = 1.0 - accumulationWeight;
+			this.copyUniforms[ "tDiffuse" ].value = this.holdRenderTarget.texture;
+			renderer.setRenderTarget( writeBuffer );
+			if ( accumulationWeight === 0 ) renderer.clear();
+			this.fsQuad.render( renderer );
+
+		}
+
+		renderer.autoClear = autoClear;
+
+	}
+
+} );
+
+export { TAARenderPass };

+ 1 - 0
utils/modularize.js

@@ -86,6 +86,7 @@ var files = [
 	{ 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/TAARenderPass.js', dependencies: [ { name: 'SSAARenderPass', path: 'postprocessing/SSAARenderPass.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: [] },