/** * @author bhouston / http://clara.io/ * * NOTE: Accumulating a lot of samples with a 8-bit-per-channel RGB/RGBA buffer will * lead to discretization effects. For accurate sample accumulation use a floating * point buffer. * */ 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.OneFactor, 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; } }, 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 ) ) ]; this.uniforms[ "tForeground" ].value = this.sampleRenderTarget; this.uniforms[ "scale" ].value = 1.0 / jitterOffsets.length; // 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 ); renderer.render( this.scene, camera, this.sampleRenderTarget, true ); // clear on the first render, accumulate the others var autoClear = renderer.autoClear; renderer.autoClear = false; renderer.render( this.scene2, this.camera2, writeBuffer, i === 0 ); renderer.autoClear = true; } // reset jitter to nothing. TODO: add support for orthogonal cameras if( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined ); } }; 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 ] ] ) ];