SSAARenderPass.js 5.3 KB

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  1. /**
  2. *
  3. * Supersample Anti-Aliasing Render Pass
  4. *
  5. * @author bhouston / http://clara.io/
  6. *
  7. * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  8. *
  9. * References: https://en.wikipedia.org/wiki/Supersampling
  10. *
  11. */
  12. THREE.SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
  13. THREE.Pass.call( this );
  14. this.scene = scene;
  15. this.camera = camera;
  16. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  17. this.unbiased = true;
  18. // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
  19. this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
  20. this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
  21. if ( THREE.CopyShader === undefined ) console.error( "THREE.SSAARenderPass relies on THREE.CopyShader" );
  22. var copyShader = THREE.CopyShader;
  23. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  24. this.copyMaterial = new THREE.ShaderMaterial( {
  25. uniforms: this.copyUniforms,
  26. vertexShader: copyShader.vertexShader,
  27. fragmentShader: copyShader.fragmentShader,
  28. premultipliedAlpha: true,
  29. transparent: true,
  30. blending: THREE.AdditiveBlending,
  31. depthTest: false,
  32. depthWrite: false
  33. } );
  34. this.fsQuad = new THREE.Pass.FullScreenQuad( this.copyMaterial );
  35. };
  36. THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  37. constructor: THREE.SSAARenderPass,
  38. dispose: function () {
  39. if ( this.sampleRenderTarget ) {
  40. this.sampleRenderTarget.dispose();
  41. this.sampleRenderTarget = null;
  42. }
  43. },
  44. setSize: function ( width, height ) {
  45. if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
  46. },
  47. render: function ( renderer, writeBuffer, readBuffer ) {
  48. if ( ! this.sampleRenderTarget ) {
  49. this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } );
  50. this.sampleRenderTarget.texture.name = "SSAARenderPass.sample";
  51. }
  52. var jitterOffsets = THREE.SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  53. var autoClear = renderer.autoClear;
  54. renderer.autoClear = false;
  55. var oldClearColor = renderer.getClearColor().getHex();
  56. var oldClearAlpha = renderer.getClearAlpha();
  57. var baseSampleWeight = 1.0 / jitterOffsets.length;
  58. var roundingRange = 1 / 32;
  59. this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
  60. var width = readBuffer.width, height = readBuffer.height;
  61. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  62. for ( var i = 0; i < jitterOffsets.length; i ++ ) {
  63. var jitterOffset = jitterOffsets[ i ];
  64. if ( this.camera.setViewOffset ) {
  65. this.camera.setViewOffset( width, height,
  66. jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  67. width, height );
  68. }
  69. var sampleWeight = baseSampleWeight;
  70. if ( this.unbiased ) {
  71. // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  72. // The following equation varies the sampleWeight per sample so that it is uniformly distributed
  73. // across a range of values whose rounding errors cancel each other out.
  74. var uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
  75. sampleWeight += roundingRange * uniformCenteredDistribution;
  76. }
  77. this.copyUniforms[ "opacity" ].value = sampleWeight;
  78. renderer.setClearColor( this.clearColor, this.clearAlpha );
  79. renderer.setRenderTarget( this.sampleRenderTarget );
  80. renderer.clear();
  81. renderer.render( this.scene, this.camera );
  82. renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
  83. if ( i === 0 ) {
  84. renderer.setClearColor( 0x000000, 0.0 );
  85. renderer.clear();
  86. }
  87. this.fsQuad.render( renderer );
  88. }
  89. if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
  90. renderer.autoClear = autoClear;
  91. renderer.setClearColor( oldClearColor, oldClearAlpha );
  92. }
  93. } );
  94. // These jitter vectors are specified in integers because it is easier.
  95. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  96. // before being used, thus these integers need to be scaled by 1/16.
  97. //
  98. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  99. THREE.SSAARenderPass.JitterVectors = [
  100. [
  101. [ 0, 0 ]
  102. ],
  103. [
  104. [ 4, 4 ], [ - 4, - 4 ]
  105. ],
  106. [
  107. [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  108. ],
  109. [
  110. [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  111. [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  112. ],
  113. [
  114. [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  115. [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  116. [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  117. [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  118. ],
  119. [
  120. [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  121. [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  122. [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  123. [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  124. [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  125. [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  126. [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  127. [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  128. ]
  129. ];