229 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			229 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									AdditiveBlending,
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									Color,
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									HalfFloatType,
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									ShaderMaterial,
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									UniformsUtils,
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									WebGLRenderTarget
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								} from 'three';
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								import { Pass, FullScreenQuad } from './Pass.js';
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								import { CopyShader } from '../shaders/CopyShader.js';
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								/**
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								*
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								* Supersample Anti-Aliasing Render Pass
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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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								class SSAARenderPass extends Pass {
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									constructor( scene, camera, clearColor, clearAlpha ) {
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										super();
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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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										this._oldClearColor = new Color();
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										const copyShader = CopyShader;
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										this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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										this.copyMaterial = new 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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											transparent: true,
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											depthTest: false,
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											depthWrite: false,
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											premultipliedAlpha: true,
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											blending: AdditiveBlending
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										} );
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										this.fsQuad = new FullScreenQuad( this.copyMaterial );
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									}
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									dispose() {
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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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										this.copyMaterial.dispose();
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										this.fsQuad.dispose();
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									}
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									setSize( width, height ) {
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										if ( this.sampleRenderTarget )	this.sampleRenderTarget.setSize( width, height );
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									}
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									render( renderer, writeBuffer, readBuffer ) {
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										if ( ! this.sampleRenderTarget ) {
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											this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
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											this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
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										}
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										const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
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										const autoClear = renderer.autoClear;
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										renderer.autoClear = false;
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										renderer.getClearColor( this._oldClearColor );
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										const oldClearAlpha = renderer.getClearAlpha();
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										const baseSampleWeight = 1.0 / jitterOffsets.length;
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										const roundingRange = 1 / 32;
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										this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;
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										const viewOffset = {
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											fullWidth: readBuffer.width,
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											fullHeight: readBuffer.height,
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											offsetX: 0,
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											offsetY: 0,
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											width: readBuffer.width,
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											height: readBuffer.height
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										};
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										const originalViewOffset = Object.assign( {}, this.camera.view );
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										if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
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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 ( let i = 0; i < jitterOffsets.length; i ++ ) {
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											const jitterOffset = jitterOffsets[ i ];
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											if ( this.camera.setViewOffset ) {
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												this.camera.setViewOffset(
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													viewOffset.fullWidth, viewOffset.fullHeight,
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													viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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													viewOffset.width, viewOffset.height
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												);
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											}
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											let 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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												const 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.setViewOffset && originalViewOffset.enabled ) {
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											this.camera.setViewOffset(
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												originalViewOffset.fullWidth, originalViewOffset.fullHeight,
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												originalViewOffset.offsetX, originalViewOffset.offsetY,
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												originalViewOffset.width, originalViewOffset.height
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											);
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										} else if ( this.camera.clearViewOffset ) {
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											this.camera.clearViewOffset();
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										}
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										renderer.autoClear = autoClear;
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										renderer.setClearColor( this._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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								const _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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								export { SSAARenderPass };
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