MSAAPass.js 5.2 KB

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  1. /**
  2. * @author bhouston / http://clara.io/
  3. *
  4. * NOTE: Accumulating a lot of samples with a 8-bit-per-channel RGB/RGBA buffer will
  5. * lead to discretization effects. For accurate sample accumulation use a floating
  6. * point buffer.
  7. *
  8. */
  9. THREE.MSAAPass = function ( scene, camera, params ) {
  10. this.scene = scene;
  11. this.camera = camera;
  12. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  13. this.params = params || { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
  14. this.params.minFilter = THREE.NearestFilter;
  15. this.params.maxFilter = THREE.NearestFilter;
  16. console.log( 'this.params', this.params );
  17. this.enabled = true;
  18. this.needsSwap = true;
  19. if ( THREE.CompositeShader === undefined ) {
  20. console.error( "THREE.MSAAPass relies on THREE.CompositeShader" );
  21. }
  22. var compositeShader = THREE.CompositeShader;
  23. this.uniforms = THREE.UniformsUtils.clone( compositeShader.uniforms );
  24. this.materialComposite = new THREE.ShaderMaterial( {
  25. uniforms: this.uniforms,
  26. vertexShader: compositeShader.vertexShader,
  27. fragmentShader: compositeShader.fragmentShader,
  28. transparent: true,
  29. blending: THREE.CustomBlending,
  30. blendSrc: THREE.OneFactor,
  31. blendDst: THREE.OneFactor,
  32. blendEquation: THREE.AddEquation,
  33. depthTest: false,
  34. depthWrite: false
  35. } );
  36. this.camera2 = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
  37. this.scene2 = new THREE.Scene();
  38. this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.materialComposite );
  39. this.scene2.add( this.quad2 );
  40. };
  41. THREE.MSAAPass.prototype = {
  42. dispose: function() {
  43. if( this.sampleRenderTarget ) {
  44. this.sampleRenderTarget.dispose();
  45. this.sampleRenderTarget = null;
  46. }
  47. },
  48. render: function ( renderer, writeBuffer, readBuffer, delta ) {
  49. if( ! this.sampleRenderTarget ) {
  50. this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params, "msaa.renderTarget0" );
  51. }
  52. var camera = ( this.camera || this.scene.camera );
  53. var jitterOffsets = THREE.MSAAPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  54. this.uniforms[ "tForeground" ].value = this.sampleRenderTarget;
  55. this.uniforms[ "scale" ].value = 1.0 / jitterOffsets.length;
  56. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  57. for( var i = 0; i < jitterOffsets.length; i ++ ) {
  58. // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras
  59. if( camera.setViewOffset ) camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffsets[i].x, jitterOffsets[i].y, readBuffer.width, readBuffer.height );
  60. renderer.render( this.scene, camera, this.sampleRenderTarget, true );
  61. // clear on the first render, accumulate the others
  62. var autoClear = renderer.autoClear;
  63. renderer.autoClear = false;
  64. renderer.render( this.scene2, this.camera2, writeBuffer, i === 0 );
  65. renderer.autoClear = true;
  66. }
  67. // reset jitter to nothing. TODO: add support for orthogonal cameras
  68. if( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined );
  69. }
  70. };
  71. THREE.MSAAPass.normalizedJitterOffsets = function( jitterVectors ) {
  72. var scaledJitterOffsets = [];
  73. for( var i = 0; i < jitterVectors.length; i ++ ) {
  74. scaledJitterOffsets.push( new THREE.Vector2( jitterVectors[i][0], jitterVectors[i][1] ).multiplyScalar( 1.0 / 16.0 ) );
  75. }
  76. return scaledJitterOffsets;
  77. },
  78. // These jitter vectors are specified in integers because it is easier.
  79. // I am assuming a [-8,8] integer grid, but it needs to be mapped onto [-0.5,0.5]
  80. // before being used, thus these integers need to be scaled by 1/16.
  81. //
  82. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  83. THREE.MSAAPass.JitterVectors = [
  84. THREE.MSAAPass.normalizedJitterOffsets( [
  85. [ 0, 0 ]
  86. ] ),
  87. THREE.MSAAPass.normalizedJitterOffsets( [
  88. [ 4, 4 ],
  89. [ -4, -4 ]
  90. ] ),
  91. THREE.MSAAPass.normalizedJitterOffsets( [
  92. [ -2, -6 ],
  93. [ 6, -2 ],
  94. [ -6, 2 ],
  95. [ 2, 6 ]
  96. ] ),
  97. THREE.MSAAPass.normalizedJitterOffsets( [
  98. [ 1, -3 ],
  99. [ -1, 3 ],
  100. [ 5, 1 ],
  101. [ -3, -5 ],
  102. [ -5, 5 ],
  103. [ -7, -1 ],
  104. [ 3, 7 ],
  105. [ 7, -7 ]
  106. ] ),
  107. THREE.MSAAPass.normalizedJitterOffsets( [
  108. [ 1, 1 ],
  109. [ -1, -3 ],
  110. [ -3, 2 ],
  111. [ 4, -1 ],
  112. [ -5, -2 ],
  113. [ 2, 5 ],
  114. [ 5, 3 ],
  115. [ 3, -5 ],
  116. [ -2, 6 ],
  117. [ 0, -7 ],
  118. [ -4, -6 ],
  119. [ -6, 4 ],
  120. [ -8, 0 ],
  121. [ 7, -4 ],
  122. [ 6, 7 ],
  123. [ -7, -8 ]
  124. ] ),
  125. THREE.MSAAPass.normalizedJitterOffsets( [
  126. [ -4, -7 ],
  127. [ -7, -5 ],
  128. [ -3, -5 ],
  129. [ -5, -4 ],
  130. [ -1, -4 ],
  131. [ -2, -2 ],
  132. [ -6, -1 ],
  133. [ -4, 0 ],
  134. [ -7, 1 ],
  135. [ -1, 2 ],
  136. [ -6, 3 ],
  137. [ -3, 3 ],
  138. [ -7, 6 ],
  139. [ -3, 6 ],
  140. [ -5, 7 ],
  141. [ -1, 7 ],
  142. [ 5, -7 ],
  143. [ 1, -6 ],
  144. [ 6, -5 ],
  145. [ 4, -4 ],
  146. [ 2, -3 ],
  147. [ 7, -2 ],
  148. [ 1, -1 ],
  149. [ 4, -1 ],
  150. [ 2, 1 ],
  151. [ 6, 2 ],
  152. [ 0, 4 ],
  153. [ 4, 4 ],
  154. [ 2, 5 ],
  155. [ 7, 5 ],
  156. [ 5, 6 ],
  157. [ 3, 7 ]
  158. ] )
  159. ];