182 lines
5.5 KiB
JavaScript
182 lines
5.5 KiB
JavaScript
/**
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*
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* Supersample Anti-Aliasing Render Pass
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*
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* @author bhouston / http://clara.io/
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*
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* This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
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*
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* References: https://en.wikipedia.org/wiki/Supersampling
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*
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*/
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THREE.SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
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THREE.Pass.call( this );
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this.scene = scene;
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this.camera = camera;
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this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
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this.unbiased = true;
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// as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
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this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
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this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
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if ( THREE.CopyShader === undefined ) console.error( "THREE.SSAARenderPass relies on THREE.CopyShader" );
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var copyShader = THREE.CopyShader;
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this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
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this.copyMaterial = new THREE.ShaderMaterial( {
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uniforms: this.copyUniforms,
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vertexShader: copyShader.vertexShader,
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fragmentShader: copyShader.fragmentShader,
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premultipliedAlpha: true,
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transparent: true,
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blending: THREE.AdditiveBlending,
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depthTest: false,
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depthWrite: false
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} );
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this.fsQuad = new THREE.Pass.FullScreenQuad( this.copyMaterial );
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};
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THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.SSAARenderPass,
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dispose: function () {
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if ( this.sampleRenderTarget ) {
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this.sampleRenderTarget.dispose();
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this.sampleRenderTarget = null;
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}
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},
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setSize: function ( width, height ) {
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if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
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},
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render: function ( renderer, writeBuffer, readBuffer ) {
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if ( ! this.sampleRenderTarget ) {
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this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } );
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this.sampleRenderTarget.texture.name = "SSAARenderPass.sample";
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}
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var jitterOffsets = THREE.SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
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var autoClear = renderer.autoClear;
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renderer.autoClear = false;
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var oldClearColor = renderer.getClearColor().getHex();
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var oldClearAlpha = renderer.getClearAlpha();
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var baseSampleWeight = 1.0 / jitterOffsets.length;
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var roundingRange = 1 / 32;
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this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
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var width = readBuffer.width, height = readBuffer.height;
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// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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for ( var i = 0; i < jitterOffsets.length; i ++ ) {
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var jitterOffset = jitterOffsets[ i ];
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if ( this.camera.setViewOffset ) {
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this.camera.setViewOffset( width, height,
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jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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width, height );
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}
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var sampleWeight = baseSampleWeight;
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if ( this.unbiased ) {
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// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
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// The following equation varies the sampleWeight per sample so that it is uniformly distributed
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// across a range of values whose rounding errors cancel each other out.
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var uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
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sampleWeight += roundingRange * uniformCenteredDistribution;
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}
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this.copyUniforms[ "opacity" ].value = sampleWeight;
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renderer.setClearColor( this.clearColor, this.clearAlpha );
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renderer.setRenderTarget( this.sampleRenderTarget );
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renderer.clear();
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renderer.render( this.scene, this.camera );
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renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
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if ( i === 0 ) {
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renderer.setClearColor( 0x000000, 0.0 );
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renderer.clear();
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}
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this.fsQuad.render( renderer );
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}
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if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
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renderer.autoClear = autoClear;
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renderer.setClearColor( oldClearColor, oldClearAlpha );
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}
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} );
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// These jitter vectors are specified in integers because it is easier.
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// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
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// before being used, thus these integers need to be scaled by 1/16.
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//
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// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
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THREE.SSAARenderPass.JitterVectors = [
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[
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[ 0, 0 ]
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],
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[
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[ 4, 4 ], [ - 4, - 4 ]
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],
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[
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[ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
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],
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[
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[ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
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[ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
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],
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[
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[ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
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[ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
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[ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
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[ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
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],
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[
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[ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
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[ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
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[ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
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[ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
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[ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
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[ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
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[ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
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[ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
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]
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];
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