/** * @author bhouston / http://clara.io/ * */ THREE.MSAAPass = function ( scene, camera, params ) { 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.params = params || { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; this.params.minFilter = THREE.NearestFilter; this.params.maxFilter = THREE.NearestFilter; console.log( 'this.params', this.params ); this.enabled = true; this.needsSwap = true; if ( THREE.CompositeShader === undefined ) { console.error( "THREE.MSAAPass relies on THREE.CompositeShader" ); } var compositeShader = THREE.CompositeShader; this.uniforms = THREE.UniformsUtils.clone( compositeShader.uniforms ); this.materialComposite = new THREE.ShaderMaterial( { uniforms: this.uniforms, vertexShader: compositeShader.vertexShader, fragmentShader: compositeShader.fragmentShader, transparent: true, blending: THREE.CustomBlending, blendSrc: THREE.OneFactor, blendDst: THREE.OneMinusSrcAlphaFactor, blendEquation: THREE.AddEquation, depthTest: false, depthWrite: false } ); this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); this.scene2 = new THREE.Scene(); this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.materialComposite ); this.scene2.add( this.quad2 ); }; THREE.MSAAPass.prototype = { dispose: function() { if ( this.sampleRenderTarget ) { this.sampleRenderTarget.dispose(); this.sampleRenderTarget = null; } }, setSize: function ( width, height ) { this.sampleRenderTarget.setSize( width, height ); }, render: function ( renderer, writeBuffer, readBuffer, delta ) { if ( ! this.sampleRenderTarget ) { this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params, "msaa.renderTarget0" ); } var camera = ( this.camera || this.scene.camera ); var jitterOffsets = THREE.MSAAPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ]; var autoClear = renderer.autoClear; renderer.autoClear = false; this.uniforms[ "tForeground" ].value = this.sampleRenderTarget; // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. for ( var i = 0; i < jitterOffsets.length; i ++ ) { // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras if ( camera.setViewOffset ) camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffsets[ i ].x, jitterOffsets[ i ].y, readBuffer.width, readBuffer.height ); // on first sample, no need to accumulate if ( i == 0 ) { renderer.render( this.scene, camera, writeBuffer, true ); } else { renderer.render( this.scene, camera, this.sampleRenderTarget, true ); // this accumulation strategy is used to prevent decimation at low bit depths with lots of samples. this.uniforms[ "scale" ].value = 1.0 / ( i + 1 ); renderer.render( this.scene2, this.camera2, writeBuffer, false ); } } // reset jitter to nothing. TODO: add support for orthogonal cameras if ( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined ); renderer.autoClear = true; } }; THREE.MSAAPass.normalizedJitterOffsets = function( jitterVectors ) { var scaledJitterOffsets = []; for ( var i = 0; i < jitterVectors.length; i ++ ) { scaledJitterOffsets.push( new THREE.Vector2( jitterVectors[ i ][ 0 ], jitterVectors[ i ][ 1 ] ).multiplyScalar( 1.0 / 16.0 ) ); } return scaledJitterOffsets; }, // 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 THREE.MSAAPass.JitterVectors = [ THREE.MSAAPass.normalizedJitterOffsets( [ [ 0, 0 ] ] ), THREE.MSAAPass.normalizedJitterOffsets( [ [ 4, 4 ], [ - 4, - 4 ] ] ), THREE.MSAAPass.normalizedJitterOffsets( [ [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ] ] ), THREE.MSAAPass.normalizedJitterOffsets( [ [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ], [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ] ] ), THREE.MSAAPass.normalizedJitterOffsets( [ [ 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 ] ] ), THREE.MSAAPass.normalizedJitterOffsets( [ [ - 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 ] ] ) ];