MSAAPass.js 5.4 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.OneMinusSrcAlphaFactor,
  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. setSize: function ( width, height ) {
  44. this.sampleRenderTarget.setSize( width, height );
  45. },
  46. render: function ( renderer, writeBuffer, readBuffer, delta ) {
  47. if( ! this.sampleRenderTarget ) {
  48. this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params, "msaa.renderTarget0" );
  49. }
  50. var camera = ( this.camera || this.scene.camera );
  51. var jitterOffsets = THREE.MSAAPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  52. var autoClear = renderer.autoClear;
  53. renderer.autoClear = false;
  54. this.uniforms[ "tForeground" ].value = this.sampleRenderTarget;
  55. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  56. for( var i = 0; i < jitterOffsets.length; i ++ ) {
  57. // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras
  58. if( camera.setViewOffset ) camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffsets[i].x, jitterOffsets[i].y, readBuffer.width, readBuffer.height );
  59. // on first sample, no need to accumulate
  60. if( i == 0 ) {
  61. renderer.render( this.scene, camera, writeBuffer, true );
  62. }
  63. else {
  64. renderer.render( this.scene, camera, this.sampleRenderTarget, true );
  65. // this accumulation strategy is used to prevent decimation at low bit depths with lots of samples.
  66. this.uniforms[ "scale" ].value = 1.0 / ( i + 1 );
  67. renderer.render( this.scene2, this.camera2, writeBuffer, false );
  68. }
  69. }
  70. // reset jitter to nothing. TODO: add support for orthogonal cameras
  71. if( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined );
  72. renderer.autoClear = true;
  73. }
  74. };
  75. THREE.MSAAPass.normalizedJitterOffsets = function( jitterVectors ) {
  76. var scaledJitterOffsets = [];
  77. for( var i = 0; i < jitterVectors.length; i ++ ) {
  78. scaledJitterOffsets.push( new THREE.Vector2( jitterVectors[i][0], jitterVectors[i][1] ).multiplyScalar( 1.0 / 16.0 ) );
  79. }
  80. return scaledJitterOffsets;
  81. },
  82. // These jitter vectors are specified in integers because it is easier.
  83. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  84. // before being used, thus these integers need to be scaled by 1/16.
  85. //
  86. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  87. THREE.MSAAPass.JitterVectors = [
  88. THREE.MSAAPass.normalizedJitterOffsets( [
  89. [ 0, 0 ]
  90. ] ),
  91. THREE.MSAAPass.normalizedJitterOffsets( [
  92. [ 4, 4 ],
  93. [ -4, -4 ]
  94. ] ),
  95. THREE.MSAAPass.normalizedJitterOffsets( [
  96. [ -2, -6 ],
  97. [ 6, -2 ],
  98. [ -6, 2 ],
  99. [ 2, 6 ]
  100. ] ),
  101. THREE.MSAAPass.normalizedJitterOffsets( [
  102. [ 1, -3 ],
  103. [ -1, 3 ],
  104. [ 5, 1 ],
  105. [ -3, -5 ],
  106. [ -5, 5 ],
  107. [ -7, -1 ],
  108. [ 3, 7 ],
  109. [ 7, -7 ]
  110. ] ),
  111. THREE.MSAAPass.normalizedJitterOffsets( [
  112. [ 1, 1 ],
  113. [ -1, -3 ],
  114. [ -3, 2 ],
  115. [ 4, -1 ],
  116. [ -5, -2 ],
  117. [ 2, 5 ],
  118. [ 5, 3 ],
  119. [ 3, -5 ],
  120. [ -2, 6 ],
  121. [ 0, -7 ],
  122. [ -4, -6 ],
  123. [ -6, 4 ],
  124. [ -8, 0 ],
  125. [ 7, -4 ],
  126. [ 6, 7 ],
  127. [ -7, -8 ]
  128. ] ),
  129. THREE.MSAAPass.normalizedJitterOffsets( [
  130. [ -4, -7 ],
  131. [ -7, -5 ],
  132. [ -3, -5 ],
  133. [ -5, -4 ],
  134. [ -1, -4 ],
  135. [ -2, -2 ],
  136. [ -6, -1 ],
  137. [ -4, 0 ],
  138. [ -7, 1 ],
  139. [ -1, 2 ],
  140. [ -6, 3 ],
  141. [ -3, 3 ],
  142. [ -7, 6 ],
  143. [ -3, 6 ],
  144. [ -5, 7 ],
  145. [ -1, 7 ],
  146. [ 5, -7 ],
  147. [ 1, -6 ],
  148. [ 6, -5 ],
  149. [ 4, -4 ],
  150. [ 2, -3 ],
  151. [ 7, -2 ],
  152. [ 1, -1 ],
  153. [ 4, -1 ],
  154. [ 2, 1 ],
  155. [ 6, 2 ],
  156. [ 0, 4 ],
  157. [ 4, 4 ],
  158. [ 2, 5 ],
  159. [ 7, 5 ],
  160. [ 5, 6 ],
  161. [ 3, 7 ]
  162. ] )
  163. ];