SMAAPass.js 8.8 KB

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  1. /**
  2. * @author mpk / http://polko.me/
  3. */
  4. THREE.SMAAPass = function ( width, height, areaTexture ) {
  5. // render targets
  6. this.edgesRT = new THREE.WebGLRenderTarget( width, height, {
  7. depthBuffer: false,
  8. stencilBuffer: false,
  9. generateMipmaps: false,
  10. minFilter: THREE.LinearFilter,
  11. format: THREE.RGBFormat
  12. } );
  13. this.weightsRT = new THREE.WebGLRenderTarget( width, height, {
  14. depthBuffer: false,
  15. stencilBuffer: false,
  16. generateMipmaps: false,
  17. minFilter: THREE.LinearFilter,
  18. format: THREE.RGBAFormat
  19. } );
  20. // textures
  21. if ( areaTexture === undefined ) {
  22. console.error( "THREE.SMAAPass relies on smaa-area.png texture. You can find it in examples/textures/." );
  23. }
  24. this.areaTexture = areaTexture;
  25. this.areaTexture.format = THREE.RGBFormat;
  26. this.areaTexture.minFilter = THREE.LinearFilter;
  27. this.areaTexture.generateMipmaps = false;
  28. this.areaTexture.flipY = false;
  29. this.searchTexture = new THREE.DataTexture( this.getSearchTextureBytes(), 66, 33, THREE.AlphaFormat );
  30. this.searchTexture.magFilter = THREE.NearestFilter;
  31. this.searchTexture.minFilter = THREE.NearestFilter;
  32. this.searchTexture.generateMipmaps = false;
  33. this.searchTexture.unpackAlignment = 1;
  34. this.searchTexture.needsUpdate = true;
  35. this.searchTexture.flipY = false;
  36. // materials - pass 1
  37. if ( THREE.SMAAShader === undefined ) {
  38. console.error( "THREE.SMAAPass relies on THREE.SMAAShader" );
  39. }
  40. this.uniformsEdges = THREE.UniformsUtils.clone( THREE.SMAAShader[0].uniforms );
  41. this.uniformsEdges[ "resolution" ].value.set( 1 / width, 1 / height );
  42. this.materialEdges = new THREE.ShaderMaterial( {
  43. defines: THREE.SMAAShader[0].defines,
  44. uniforms: this.uniformsEdges,
  45. vertexShader: THREE.SMAAShader[0].vertexShader,
  46. fragmentShader: THREE.SMAAShader[0].fragmentShader
  47. } );
  48. // materials - pass 2
  49. this.uniformsWeights = THREE.UniformsUtils.clone( THREE.SMAAShader[1].uniforms );
  50. this.uniformsWeights[ "resolution" ].value.set( 1 / width, 1 / height );
  51. this.uniformsWeights[ "tDiffuse" ].value = this.edgesRT;
  52. this.uniformsWeights[ "tArea" ].value = this.areaTexture;
  53. this.uniformsWeights[ "tSearch" ].value = this.searchTexture;
  54. this.materialWeights = new THREE.ShaderMaterial( {
  55. defines: THREE.SMAAShader[1].defines,
  56. uniforms: this.uniformsWeights,
  57. vertexShader: THREE.SMAAShader[1].vertexShader,
  58. fragmentShader: THREE.SMAAShader[1].fragmentShader
  59. } );
  60. // materials - pass 3
  61. this.uniformsBlend = THREE.UniformsUtils.clone( THREE.SMAAShader[2].uniforms );
  62. this.uniformsBlend[ "resolution" ].value.set( 1 / width, 1 / height );
  63. this.uniformsBlend[ "tDiffuse" ].value = this.weightsRT;
  64. this.materialBlend = new THREE.ShaderMaterial( {
  65. uniforms: this.uniformsBlend,
  66. vertexShader: THREE.SMAAShader[2].vertexShader,
  67. fragmentShader: THREE.SMAAShader[2].fragmentShader
  68. } );
  69. //
  70. this.renderToScreen = false;
  71. this.enabled = true;
  72. this.needsSwap = false;
  73. this.clear = false;
  74. this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
  75. this.scene = new THREE.Scene();
  76. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
  77. this.scene.add( this.quad );
  78. };
  79. THREE.SMAAPass.prototype = {
  80. render: function ( renderer, writeBuffer, readBuffer, delta ) {
  81. // pass 1
  82. this.uniformsEdges[ "tDiffuse" ].value = readBuffer;
  83. this.quad.material = this.materialEdges;
  84. renderer.render( this.scene, this.camera, this.edgesRT, this.clear );
  85. // pass 2
  86. this.quad.material = this.materialWeights;
  87. renderer.render( this.scene, this.camera, this.weightsRT, this.clear );
  88. // pass 3
  89. this.uniformsBlend[ "tColor" ].value = readBuffer;
  90. this.quad.material = this.materialBlend;
  91. if ( this.renderToScreen ) {
  92. renderer.render( this.scene, this.camera );
  93. } else {
  94. renderer.render( this.scene, this.camera, writeBuffer, this.clear );
  95. }
  96. },
  97. setSize: function ( width, height ) {
  98. this.edgesRT.setSize( width, height );
  99. this.weightsRT.setSize( width, height );
  100. this.materialEdges.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  101. this.materialWeights.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  102. this.materialBlend.uniforms[ 'resolution' ].value.set( 1 / width, 1 / height );
  103. },
  104. getSearchTextureBytes: function () {
  105. return new Uint8Array( [ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  106. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  107. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  108. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  109. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  110. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  111. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  112. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  113. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  114. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  115. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  116. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  117. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  118. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  119. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  120. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  121. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  122. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  123. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  124. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  125. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  126. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  127. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  128. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  129. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  130. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  131. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  132. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  133. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,
  134. 1,0,0,1,1,0,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,
  135. 1,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  136. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
  137. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,1,1,
  138. 0,1,1,0,0,1,1,0,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,
  139. 0,1,1,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,
  140. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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  143. 1,0,0,2,2,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,2,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,
  144. 0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,1,1,0,0,2,2,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,2,1,0,
  145. 0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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  147. 0,1,1,0,0,2,2,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,2,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
  148. 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,1,1,0,0,2,2,0,1,1,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,2,
  149. 1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ] );
  150. }
  151. };