MSAAPass.js 4.8 KB

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  1. /**
  2. * @author bhouston / http://clara.io/
  3. */
  4. THREE.MSAAPass = function ( scene, camera, params ) {
  5. this.scene = scene;
  6. this.camera = camera;
  7. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  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. console.log( 'this.params', this.params );
  12. this.enabled = true;
  13. this.needsSwap = true;
  14. if ( THREE.CompositeShader === undefined ) {
  15. console.error( "THREE.MSAAPass relies on THREE.CompositeShader" );
  16. }
  17. var compositeShader = THREE.CompositeShader;
  18. this.uniforms = THREE.UniformsUtils.clone( compositeShader.uniforms );
  19. this.materialComposite = new THREE.ShaderMaterial( {
  20. uniforms: this.uniforms,
  21. vertexShader: compositeShader.vertexShader,
  22. fragmentShader: compositeShader.fragmentShader,
  23. transparent: true,
  24. blending: THREE.CustomBlending,
  25. blendSrc: THREE.OneFactor,
  26. blendDst: THREE.OneFactor,
  27. blendEquation: THREE.AddEquation,
  28. depthTest: false,
  29. depthWrite: false
  30. } );
  31. this.camera2 = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
  32. this.scene2 = new THREE.Scene();
  33. this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.materialComposite );
  34. this.scene2.add( this.quad2 );
  35. };
  36. THREE.MSAAPass.prototype = {
  37. dispose: function() {
  38. if( this.sampleRenderTarget ) {
  39. this.sampleRenderTarget.dispose();
  40. this.sampleRenderTarget = null;
  41. }
  42. },
  43. render: function ( renderer, writeBuffer, readBuffer, delta ) {
  44. if( ! this.sampleRenderTarget ) {
  45. this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params, "msaa.renderTarget0" );
  46. }
  47. var camera = ( this.camera || this.scene.camera );
  48. var jitterOffsets = THREE.MSAAPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  49. this.uniforms[ "tForeground" ].value = this.sampleRenderTarget;
  50. this.uniforms[ "scale" ].value = 1.0 / jitterOffsets.length;
  51. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  52. for( var i = 0; i < jitterOffsets.length; i ++ ) {
  53. // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras
  54. if( camera.setViewOffset ) camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffsets[i].x, jitterOffsets[i].y, readBuffer.width, readBuffer.height );
  55. renderer.render( this.scene, camera, this.sampleRenderTarget, true );
  56. // clear on the first render, accumulate the others
  57. renderer.render( this.scene2, this.camera2, writeBuffer, i === 0 );
  58. }
  59. // reset jitter to nothing. TODO: add support for orthogonal cameras
  60. if( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined );
  61. }
  62. };
  63. THREE.MSAAPass.normalizedJitterOffsets = function( jitterVectors ) {
  64. var scaledJitterOffsets = [];
  65. for( var i = 0; i < jitterVectors.length; i ++ ) {
  66. scaledJitterOffsets.push( new THREE.Vector2( jitterVectors[i][0], jitterVectors[i][1] ).multiplyScalar( 1.0 / 16.0 ) );
  67. }
  68. return scaledJitterOffsets;
  69. },
  70. // These jitter vectors are specified in integers because it is easier.
  71. // I am assuming a [-8,8] integer grid, but it needs to be mapped onto [-0.5,0.5]
  72. // before being used, thus these integers need to be scaled by 1/16.
  73. THREE.MSAAPass.JitterVectors = [
  74. THREE.MSAAPass.normalizedJitterOffsets( [
  75. [ 0, 0 ]
  76. ] ),
  77. THREE.MSAAPass.normalizedJitterOffsets( [
  78. [ 4, 4 ],
  79. [ -4, -4 ]
  80. ] ),
  81. THREE.MSAAPass.normalizedJitterOffsets( [
  82. [ -2, -6 ],
  83. [ 6, -2 ],
  84. [ -6, 2 ],
  85. [ 2, 6 ]
  86. ] ),
  87. THREE.MSAAPass.normalizedJitterOffsets( [
  88. [ 1, -3 ],
  89. [ -1, 3 ],
  90. [ 5, 1 ],
  91. [ -3, -5 ],
  92. [ -5, 5 ],
  93. [ -7, -1 ],
  94. [ 3, 7 ],
  95. [ 7, -7 ]
  96. ] ),
  97. THREE.MSAAPass.normalizedJitterOffsets( [
  98. [ 1, 1 ],
  99. [ -1, -3 ],
  100. [ -3, 2 ],
  101. [ 4, -1 ],
  102. [ -5, -2 ],
  103. [ 2, 5 ],
  104. [ 5, 3 ],
  105. [ 3, -5 ],
  106. [ -2, 6 ],
  107. [ 0, -7 ],
  108. [ -4, -6 ],
  109. [ -6, 4 ],
  110. [ -8, 0 ],
  111. [ 7, -4 ],
  112. [ 6, 7 ],
  113. [ -7, -8 ]
  114. ] ),
  115. THREE.MSAAPass.normalizedJitterOffsets( [
  116. [ -4, -7 ],
  117. [ -7, -5 ],
  118. [ -3, -5 ],
  119. [ -5, -4 ],
  120. [ -1, -4 ],
  121. [ -2, -2 ],
  122. [ -6, -1 ],
  123. [ -4, 0 ],
  124. [ -7, 1 ],
  125. [ -1, 2 ],
  126. [ -6, 3 ],
  127. [ -3, 3 ],
  128. [ -7, 6 ],
  129. [ -3, 6 ],
  130. [ -5, 7 ],
  131. [ -1, 7 ],
  132. [ 5, -7 ],
  133. [ 1, -6 ],
  134. [ 6, -5 ],
  135. [ 4, -4 ],
  136. [ 2, -3 ],
  137. [ 7, -2 ],
  138. [ 1, -1 ],
  139. [ 4, -1 ],
  140. [ 2, 1 ],
  141. [ 6, 2 ],
  142. [ 0, 4 ],
  143. [ 4, 4 ],
  144. [ 2, 5 ],
  145. [ 7, 5 ],
  146. [ 5, 6 ],
  147. [ 3, 7 ]
  148. ] )
  149. ];