webgl_postprocessing_msaa.html 4.5 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. a { color: #88f; }
  19. #info {
  20. color: #fff;
  21. position: absolute;
  22. top: 10px;
  23. width: 100%;
  24. text-align: center;
  25. display:block;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="info">
  31. <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/>
  32. This manual approach to MSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.<br/><br/>
  33. Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect MSAA levels have one the resulting render quality.
  34. </div>
  35. <div id="container"></div>
  36. <script src="../build/three.js"></script>
  37. <script src="js/libs/stats.min.js"></script>
  38. <script src="js/libs/dat.gui.min.js"></script>
  39. <script src="js/shaders/CopyShader.js"></script>
  40. <script src="js/postprocessing/EffectComposer.js"></script>
  41. <script src="js/postprocessing/ManualMSAARenderPass.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 = {
  49. sampleLevel: 2
  50. };
  51. init();
  52. animate();
  53. clearGui();
  54. function clearGui() {
  55. if ( gui ) gui.destroy();
  56. gui = new dat.GUI();
  57. gui.add( param, 'sampleLevel', {
  58. 'Level 0: 1 Sample': 0,
  59. 'Level 1: 2 Samples': 1,
  60. 'Level 2: 4 Samples': 2,
  61. 'Level 3: 8 Samples': 3,
  62. 'Level 4: 16 Samples': 4,
  63. 'Level 5: 32 Samples': 5
  64. } );
  65. gui.open();
  66. }
  67. function init() {
  68. container = document.getElementById( "container" );
  69. renderer = new THREE.WebGLRenderer( { antialias: false } );
  70. renderer.setPixelRatio( window.devicePixelRatio );
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. document.body.appendChild( renderer.domElement );
  73. stats = new Stats();
  74. container.appendChild( stats.dom );
  75. //
  76. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  77. camera.position.z = 300;
  78. scene = new THREE.Scene();
  79. var geometry = new THREE.BoxGeometry( 120, 120, 120 );
  80. var material = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
  81. var mesh = new THREE.Mesh( geometry, material );
  82. mesh.position.x = - 100;
  83. scene.add( mesh );
  84. var texture = new THREE.TextureLoader().load( "textures/brick_diffuse.jpg" );
  85. texture.minFilter = THREE.NearestFilter;
  86. texture.magFilter = THREE.NearestFilter;
  87. texture.anisotropy = 1;
  88. texture.generateMipmaps = false;
  89. var material = new THREE.MeshBasicMaterial( { map: texture } );
  90. var mesh = new THREE.Mesh( geometry, material );
  91. mesh.position.x = 100;
  92. scene.add( mesh );
  93. // postprocessing
  94. composer = new THREE.EffectComposer( renderer );
  95. msaaRenderPass = new THREE.ManualMSAARenderPass( scene, camera );
  96. msaaRenderPass.unbiased = false;
  97. composer.addPass( msaaRenderPass );
  98. copyPass = new THREE.ShaderPass( THREE.CopyShader );
  99. copyPass.renderToScreen = true;
  100. composer.addPass( copyPass );
  101. window.addEventListener( 'resize', onWindowResize, false );
  102. }
  103. function onWindowResize() {
  104. var width = window.innerWidth;
  105. var height = window.innerHeight;
  106. camera.aspect = width / height;
  107. camera.updateProjectionMatrix();
  108. renderer.setSize( width, height );
  109. var pixelRatio = renderer.getPixelRatio();
  110. var newWidth = Math.floor( width / pixelRatio ) || 1;
  111. var newHeight = Math.floor( height / pixelRatio ) || 1;
  112. composer.setSize( newWidth, newHeight );
  113. }
  114. function animate() {
  115. requestAnimationFrame( animate );
  116. stats.begin();
  117. for ( var i = 0; i < scene.children.length; i ++ ) {
  118. var child = scene.children[ i ];
  119. child.rotation.x += 0.005;
  120. child.rotation.y += 0.01;
  121. }
  122. msaaRenderPass.sampleLevel = param.sampleLevel;
  123. composer.render();
  124. stats.end();
  125. }
  126. </script>
  127. <div>
  128. </body>
  129. </html>