webgl_postprocessing_msaa.html 4.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing manual msaa</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. margin: 0px;
  10. background-color: #000;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. margin: 0px;
  15. text-align:center;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color: #fff;
  20. position: absolute;
  21. top: 10px;
  22. width: 100%;
  23. text-align: center;
  24. display:block;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank">three.js</a> - Manual Multi-Sample Anti-Aliasing (MSAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/>
  31. This manual approach to MSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.<br/><br/>
  32. Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect MSAA levels have one the resulting render quality.
  33. </div>
  34. <div id="container"></div>
  35. <script src="../build/three.min.js"></script>
  36. <script src="js/libs/stats.min.js"></script>
  37. <script src="js/libs/dat.gui.min.js"></script>
  38. <script src="js/postprocessing/ManualMSAARenderPass.js"></script>
  39. <script src="js/shaders/CopyShader.js"></script>
  40. <script src="js/shaders/CompositeShader.js"></script>
  41. <script src="js/postprocessing/EffectComposer.js"></script>
  42. <script src="js/postprocessing/RenderPass.js"></script>
  43. <script src="js/postprocessing/MaskPass.js"></script>
  44. <script src="js/postprocessing/ShaderPass.js"></script>
  45. <script>
  46. var camera, scene, renderer, composer, copyPass, msaaRenderPass;
  47. var gui, stats, texture;
  48. var param = { MSAASampleLevel: 2 };
  49. init();
  50. animate();
  51. clearGui();
  52. function clearGui() {
  53. if ( gui ) gui.destroy();
  54. gui = new dat.GUI();
  55. var example = gui.add( param, 'MSAASampleLevel', {
  56. 'Level 0: 1 Sample': 0,
  57. 'Level 1: 2 Samples': 1,
  58. 'Level 2: 4 Samples': 2,
  59. 'Level 3: 8 Samples': 3,
  60. 'Level 4: 16 Samples': 4,
  61. 'Level 5: 32 Samples': 5
  62. } ).onFinishChange( function() {
  63. if( msaaRenderPass ) {
  64. msaaRenderPass.sampleLevel = param.MSAASampleLevel;
  65. }
  66. } );
  67. gui.open();
  68. }
  69. function init() {
  70. container = document.getElementById( "container" );
  71. renderer = new THREE.WebGLRenderer( { antialias: false } );
  72. renderer.setPixelRatio( window.devicePixelRatio );
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. document.body.appendChild( renderer.domElement );
  75. stats = new Stats();
  76. stats.domElement.style.position = 'absolute';
  77. stats.domElement.style.top = '0px';
  78. container.appendChild( stats.domElement );
  79. //
  80. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  81. camera.position.z = 300;
  82. scene = new THREE.Scene();
  83. var geometry = new THREE.BoxGeometry( 120, 120, 120 );
  84. var material = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
  85. var mesh = new THREE.Mesh( geometry, material );
  86. mesh.position.x = - 100;
  87. scene.add( mesh );
  88. var texture = new THREE.TextureLoader().load( "textures/brick_diffuse.jpg" );
  89. texture.minFilter = THREE.NearestFilter;
  90. texture.magFilter = THREE.NearestFilter;
  91. texture.anisotropy = 1;
  92. texture.generateMipmaps = false;
  93. var material = new THREE.MeshBasicMaterial( { map: texture } );
  94. var mesh = new THREE.Mesh( geometry, material );
  95. mesh.position.x = 100;
  96. scene.add( mesh );
  97. // postprocessing
  98. composer = new THREE.EffectComposer( renderer );
  99. msaaRenderPass = new THREE.ManualMSAARenderPass( scene, camera );
  100. msaaRenderPass.sampleLevel = param.MSAASampleLevel;
  101. composer.addPass( msaaRenderPass );
  102. copyPass = new THREE.ShaderPass( THREE.CopyShader );
  103. copyPass.renderToScreen = true;
  104. composer.addPass( copyPass );
  105. window.addEventListener( 'resize', onWindowResize, false );
  106. }
  107. function onWindowResize() {
  108. var width = window.innerWidth;
  109. var height = window.innerHeight;
  110. camera.aspect = width / height;
  111. camera.updateProjectionMatrix();
  112. renderer.setSize( width, height );
  113. var pixelRatio = renderer.getPixelRatio();
  114. var newWidth = Math.floor( width / pixelRatio ) || 1;
  115. var newHeight = Math.floor( height / pixelRatio ) || 1;
  116. composer.setSize( newWidth, newHeight );
  117. msaaRenderPass.setSize( newWidth, newHeight );
  118. }
  119. function animate() {
  120. requestAnimationFrame( animate );
  121. for ( var i = 0; i < scene.children.length; i ++ ) {
  122. var child = scene.children[ i ];
  123. child.rotation.x += 0.005;
  124. child.rotation.y += 0.01;
  125. }
  126. composer.render();
  127. stats.update();
  128. }
  129. </script>
  130. <div>
  131. </body>
  132. </html>