MSAAPass.js 4.3 KB

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  1. /**
  2. * @author bhouston / http://clara.io/
  3. */
  4. THREE.MSAAPass = function ( scene, camera, params, clearColor, clearAlpha ) {
  5. this.scene = scene;
  6. this.camera = camera;
  7. this.sampleLevel = 4;
  8. this.params = params || { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  9. this.params.minFilter = THREE.NearestFilter;
  10. this.params.maxFilter = THREE.NearestFilter;
  11. this.clearColor = clearColor;
  12. this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 1;
  13. this.oldClearColor = new THREE.Color();
  14. this.oldClearAlpha = 1;
  15. this.enabled = true;
  16. this.clear = false;
  17. this.needsSwap = true;
  18. if ( THREE.CompositeShader === undefined ) {
  19. console.error( "THREE.MSAAPass relies on THREE.CompositeShader" );
  20. }
  21. var compositeShader = THREE.CompositeShader;
  22. this.uniforms = THREE.UniformsUtils.clone( compositeShader.uniforms );
  23. this.materialComposite = new THREE.ShaderMaterial( {
  24. uniforms: this.uniforms,
  25. vertexShader: compositeShader.vertexShader,
  26. fragmentShader: compositeShader.fragmentShader,
  27. transparent: true,
  28. blending: THREE.CustomBlending,
  29. blendSrc: THREE.OneFactor,
  30. blendDst: THREE.OneFactor,
  31. blendEquation: THREE.AddEquation,
  32. depthTest: false,
  33. depthWrite: false
  34. } );
  35. this.camera2 = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
  36. this.scene2 = new THREE.Scene();
  37. this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.materialComposite );
  38. this.scene2.add( this.quad2 );
  39. };
  40. THREE.MSAAPass.prototype = {
  41. dispose: function() {
  42. if( this.sampleRenderTarget ) {
  43. this.sampleRenderTarget.dispose();
  44. this.sampleRenderTarget = null;
  45. }
  46. },
  47. render: function ( renderer, writeBuffer, readBuffer, delta ) {
  48. if( ! this.sampleRenderTarget ) {
  49. this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params, "msaa.renderTarget0" );
  50. }
  51. var camera = ( this.camera || this.scene.camera );
  52. var jitterOffsets = THREE.MSAAPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  53. this.uniforms[ "tForeground" ].value = this.sampleRenderTarget;
  54. this.uniforms[ "scale" ].value = 1.0 / jitterOffsets.length;
  55. for( var i = 0; i < jitterOffsets.length; i ++ ) {
  56. if( camera.setViewOffset ) camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffsets[i].x, jitterOffsets[i].y, readBuffer.width, readBuffer.height );
  57. renderer.render( this.scene, camera, this.sampleRenderTarget, true );
  58. renderer.render( this.scene2, this.camera2, writeBuffer, i === 0 );
  59. }
  60. if( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined );
  61. }
  62. };
  63. THREE.MSAAPass.normalizedJitterOffsets = function( jitterVectors ) {
  64. var vectors2 = [];
  65. for( var i = 0; i < jitterVectors.length; i ++ ) {
  66. vectors2.push( new THREE.Vector2( jitterVectors[i][0], jitterVectors[i][1] ).multiplyScalar( 1.0 / 16.0 ) );
  67. }
  68. return vectors2;
  69. },
  70. THREE.MSAAPass.JitterVectors = [
  71. THREE.MSAAPass.normalizedJitterOffsets( [
  72. [ 0, 0 ]
  73. ] ),
  74. THREE.MSAAPass.normalizedJitterOffsets( [
  75. [ 4, 4 ],
  76. [ -4, -4 ]
  77. ] ),
  78. THREE.MSAAPass.normalizedJitterOffsets( [
  79. [ -2, -6 ],
  80. [ 6, -2 ],
  81. [ -6, 2 ],
  82. [ 2, 6 ]
  83. ] ),
  84. THREE.MSAAPass.normalizedJitterOffsets( [
  85. [ 1, -3 ],
  86. [ -1, 3 ],
  87. [ 5, 1 ],
  88. [ -3, -5 ],
  89. [ -5, 5 ],
  90. [ -7, -1 ],
  91. [ 3, 7 ],
  92. [ 7, -7 ]
  93. ] ),
  94. THREE.MSAAPass.normalizedJitterOffsets( [
  95. [ 1, 1 ],
  96. [ -1, -3 ],
  97. [ -3, 2 ],
  98. [ 4, -1 ],
  99. [ -5, -2 ],
  100. [ 2, 5 ],
  101. [ 5, 3 ],
  102. [ 3, -5 ],
  103. [ -2, 6 ],
  104. [ 0, -7 ],
  105. [ -4, -6 ],
  106. [ -6, 4 ],
  107. [ -8, 0 ],
  108. [ 7, -4 ],
  109. [ 6, 7 ],
  110. [ -7, -8 ]
  111. ] ),
  112. THREE.MSAAPass.normalizedJitterOffsets( [
  113. [ -4, -7 ],
  114. [ -7, -5 ],
  115. [ -3, -5 ],
  116. [ -5, -4 ],
  117. [ -1, -4 ],
  118. [ -2, -2 ],
  119. [ -6, -1 ],
  120. [ -4, 0 ],
  121. [ -7, 1 ],
  122. [ -1, 2 ],
  123. [ -6, 3 ],
  124. [ -3, 3 ],
  125. [ -7, 6 ],
  126. [ -3, 6 ],
  127. [ -5, 7 ],
  128. [ -1, 7 ],
  129. [ 5, -7 ],
  130. [ 1, -6 ],
  131. [ 6, -5 ],
  132. [ 4, -4 ],
  133. [ 2, -3 ],
  134. [ 7, -2 ],
  135. [ 1, -1 ],
  136. [ 4, -1 ],
  137. [ 2, 1 ],
  138. [ 6, 2 ],
  139. [ 0, 4 ],
  140. [ 4, 4 ],
  141. [ 2, 5 ],
  142. [ 7, 5 ],
  143. [ 5, 6 ],
  144. [ 3, 7 ]
  145. ] )
  146. ];