SSAARenderPass.js 6.1 KB

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  1. import {
  2. CustomBlending,
  3. OneFactor,
  4. AddEquation,
  5. SrcAlphaFactor,
  6. Color,
  7. ShaderMaterial,
  8. UniformsUtils,
  9. WebGLRenderTarget
  10. } from 'three';
  11. import { Pass, FullScreenQuad } from './Pass.js';
  12. import { CopyShader } from '../shaders/CopyShader.js';
  13. /**
  14. *
  15. * Supersample Anti-Aliasing Render Pass
  16. *
  17. * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  18. *
  19. * References: https://en.wikipedia.org/wiki/Supersampling
  20. *
  21. */
  22. class SSAARenderPass extends Pass {
  23. constructor( scene, camera, clearColor, clearAlpha ) {
  24. super();
  25. this.scene = scene;
  26. this.camera = camera;
  27. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  28. this.unbiased = true;
  29. // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
  30. this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
  31. this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
  32. this._oldClearColor = new Color();
  33. const copyShader = CopyShader;
  34. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  35. this.copyMaterial = new ShaderMaterial( {
  36. uniforms: this.copyUniforms,
  37. vertexShader: copyShader.vertexShader,
  38. fragmentShader: copyShader.fragmentShader,
  39. transparent: true,
  40. depthTest: false,
  41. depthWrite: false,
  42. // do not use AdditiveBlending because it mixes the alpha channel instead of adding
  43. blending: CustomBlending,
  44. blendEquation: AddEquation,
  45. blendDst: OneFactor,
  46. blendDstAlpha: OneFactor,
  47. blendSrc: SrcAlphaFactor,
  48. blendSrcAlpha: OneFactor
  49. } );
  50. this.fsQuad = new FullScreenQuad( this.copyMaterial );
  51. }
  52. dispose() {
  53. if ( this.sampleRenderTarget ) {
  54. this.sampleRenderTarget.dispose();
  55. this.sampleRenderTarget = null;
  56. }
  57. this.copyMaterial.dispose();
  58. this.fsQuad.dispose();
  59. }
  60. setSize( width, height ) {
  61. if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
  62. }
  63. render( renderer, writeBuffer, readBuffer ) {
  64. if ( ! this.sampleRenderTarget ) {
  65. this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height );
  66. this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
  67. }
  68. const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  69. const autoClear = renderer.autoClear;
  70. renderer.autoClear = false;
  71. renderer.getClearColor( this._oldClearColor );
  72. const oldClearAlpha = renderer.getClearAlpha();
  73. const baseSampleWeight = 1.0 / jitterOffsets.length;
  74. const roundingRange = 1 / 32;
  75. this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;
  76. const viewOffset = {
  77. fullWidth: readBuffer.width,
  78. fullHeight: readBuffer.height,
  79. offsetX: 0,
  80. offsetY: 0,
  81. width: readBuffer.width,
  82. height: readBuffer.height
  83. };
  84. const originalViewOffset = Object.assign( {}, this.camera.view );
  85. if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
  86. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  87. for ( let i = 0; i < jitterOffsets.length; i ++ ) {
  88. const jitterOffset = jitterOffsets[ i ];
  89. if ( this.camera.setViewOffset ) {
  90. this.camera.setViewOffset(
  91. viewOffset.fullWidth, viewOffset.fullHeight,
  92. viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  93. viewOffset.width, viewOffset.height
  94. );
  95. }
  96. let sampleWeight = baseSampleWeight;
  97. if ( this.unbiased ) {
  98. // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  99. // The following equation varies the sampleWeight per sample so that it is uniformly distributed
  100. // across a range of values whose rounding errors cancel each other out.
  101. const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
  102. sampleWeight += roundingRange * uniformCenteredDistribution;
  103. }
  104. this.copyUniforms[ 'opacity' ].value = sampleWeight;
  105. renderer.setClearColor( this.clearColor, this.clearAlpha );
  106. renderer.setRenderTarget( this.sampleRenderTarget );
  107. renderer.clear();
  108. renderer.render( this.scene, this.camera );
  109. renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
  110. if ( i === 0 ) {
  111. renderer.setClearColor( 0x000000, 0.0 );
  112. renderer.clear();
  113. }
  114. this.fsQuad.render( renderer );
  115. }
  116. if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
  117. this.camera.setViewOffset(
  118. originalViewOffset.fullWidth, originalViewOffset.fullHeight,
  119. originalViewOffset.offsetX, originalViewOffset.offsetY,
  120. originalViewOffset.width, originalViewOffset.height
  121. );
  122. } else if ( this.camera.clearViewOffset ) {
  123. this.camera.clearViewOffset();
  124. }
  125. renderer.autoClear = autoClear;
  126. renderer.setClearColor( this._oldClearColor, oldClearAlpha );
  127. }
  128. }
  129. // These jitter vectors are specified in integers because it is easier.
  130. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  131. // before being used, thus these integers need to be scaled by 1/16.
  132. //
  133. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  134. const _JitterVectors = [
  135. [
  136. [ 0, 0 ]
  137. ],
  138. [
  139. [ 4, 4 ], [ - 4, - 4 ]
  140. ],
  141. [
  142. [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  143. ],
  144. [
  145. [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  146. [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  147. ],
  148. [
  149. [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  150. [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  151. [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  152. [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  153. ],
  154. [
  155. [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  156. [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  157. [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  158. [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  159. [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  160. [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  161. [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  162. [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  163. ]
  164. ];
  165. export { SSAARenderPass };