189 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			189 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	HalfFloatType, | ||
|  | 	WebGLRenderTarget | ||
|  | } from 'three'; | ||
|  | import { SSAARenderPass } from './SSAARenderPass.js'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * | ||
|  |  * Temporal Anti-Aliasing Render Pass | ||
|  |  * | ||
|  |  * When there is no motion in the scene, the TAA render pass accumulates jittered camera samples across frames to create a high quality anti-aliased result. | ||
|  |  * | ||
|  |  * References: | ||
|  |  * | ||
|  |  * TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes. | ||
|  |  * | ||
|  |  */ | ||
|  | 
 | ||
|  | class TAARenderPass extends SSAARenderPass { | ||
|  | 
 | ||
|  | 	constructor( scene, camera, clearColor, clearAlpha ) { | ||
|  | 
 | ||
|  | 		super( scene, camera, clearColor, clearAlpha ); | ||
|  | 
 | ||
|  | 		this.sampleLevel = 0; | ||
|  | 		this.accumulate = false; | ||
|  | 		this.accumulateIndex = - 1; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	render( renderer, writeBuffer, readBuffer, deltaTime ) { | ||
|  | 
 | ||
|  | 		if ( this.accumulate === false ) { | ||
|  | 
 | ||
|  | 			super.render( renderer, writeBuffer, readBuffer, deltaTime ); | ||
|  | 
 | ||
|  | 			this.accumulateIndex = - 1; | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const jitterOffsets = _JitterVectors[ 5 ]; | ||
|  | 
 | ||
|  | 		if ( this.sampleRenderTarget === undefined ) { | ||
|  | 
 | ||
|  | 			this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } ); | ||
|  | 			this.sampleRenderTarget.texture.name = 'TAARenderPass.sample'; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.holdRenderTarget === undefined ) { | ||
|  | 
 | ||
|  | 			this.holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } ); | ||
|  | 			this.holdRenderTarget.texture.name = 'TAARenderPass.hold'; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.accumulateIndex === - 1 ) { | ||
|  | 
 | ||
|  | 			super.render( renderer, this.holdRenderTarget, readBuffer, deltaTime ); | ||
|  | 
 | ||
|  | 			this.accumulateIndex = 0; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const autoClear = renderer.autoClear; | ||
|  | 		renderer.autoClear = false; | ||
|  | 
 | ||
|  | 		renderer.getClearColor( this._oldClearColor ); | ||
|  | 		const oldClearAlpha = renderer.getClearAlpha(); | ||
|  | 
 | ||
|  | 		const sampleWeight = 1.0 / ( jitterOffsets.length ); | ||
|  | 
 | ||
|  | 		if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) { | ||
|  | 
 | ||
|  | 			this.copyUniforms[ 'opacity' ].value = sampleWeight; | ||
|  | 			this.copyUniforms[ 'tDiffuse' ].value = writeBuffer.texture; | ||
|  | 
 | ||
|  | 			// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
 | ||
|  | 			const numSamplesPerFrame = Math.pow( 2, this.sampleLevel ); | ||
|  | 			for ( let i = 0; i < numSamplesPerFrame; i ++ ) { | ||
|  | 
 | ||
|  | 				const j = this.accumulateIndex; | ||
|  | 				const jitterOffset = jitterOffsets[ j ]; | ||
|  | 
 | ||
|  | 				if ( this.camera.setViewOffset ) { | ||
|  | 
 | ||
|  | 					this.camera.setViewOffset( readBuffer.width, readBuffer.height, | ||
|  | 						jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
 | ||
|  | 						readBuffer.width, readBuffer.height ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				renderer.setRenderTarget( writeBuffer ); | ||
|  | 				renderer.setClearColor( this.clearColor, this.clearAlpha ); | ||
|  | 				renderer.clear(); | ||
|  | 				renderer.render( this.scene, this.camera ); | ||
|  | 
 | ||
|  | 				renderer.setRenderTarget( this.sampleRenderTarget ); | ||
|  | 				if ( this.accumulateIndex === 0 ) { | ||
|  | 
 | ||
|  | 					renderer.setClearColor( 0x000000, 0.0 ); | ||
|  | 					renderer.clear(); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 				this.accumulateIndex ++; | ||
|  | 
 | ||
|  | 				if ( this.accumulateIndex >= jitterOffsets.length ) break; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( this.camera.clearViewOffset ) this.camera.clearViewOffset(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		renderer.setClearColor( this.clearColor, this.clearAlpha ); | ||
|  | 		const accumulationWeight = this.accumulateIndex * sampleWeight; | ||
|  | 
 | ||
|  | 		if ( accumulationWeight > 0 ) { | ||
|  | 
 | ||
|  | 			this.copyUniforms[ 'opacity' ].value = 1.0; | ||
|  | 			this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture; | ||
|  | 			renderer.setRenderTarget( writeBuffer ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( accumulationWeight < 1.0 ) { | ||
|  | 
 | ||
|  | 			this.copyUniforms[ 'opacity' ].value = 1.0 - accumulationWeight; | ||
|  | 			this.copyUniforms[ 'tDiffuse' ].value = this.holdRenderTarget.texture; | ||
|  | 			renderer.setRenderTarget( writeBuffer ); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		renderer.autoClear = autoClear; | ||
|  | 		renderer.setClearColor( this._oldClearColor, oldClearAlpha ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	dispose() { | ||
|  | 
 | ||
|  | 		super.dispose(); | ||
|  | 
 | ||
|  | 		if ( this.holdRenderTarget ) this.holdRenderTarget.dispose(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | const _JitterVectors = [ | ||
|  | 	[ | ||
|  | 		[ 0, 0 ] | ||
|  | 	], | ||
|  | 	[ | ||
|  | 		[ 4, 4 ], [ - 4, - 4 ] | ||
|  | 	], | ||
|  | 	[ | ||
|  | 		[ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ] | ||
|  | 	], | ||
|  | 	[ | ||
|  | 		[ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ], | ||
|  | 		[ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ] | ||
|  | 	], | ||
|  | 	[ | ||
|  | 		[ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ], | ||
|  | 		[ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ], | ||
|  | 		[ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ], | ||
|  | 		[ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ] | ||
|  | 	], | ||
|  | 	[ | ||
|  | 		[ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ], | ||
|  | 		[ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ], | ||
|  | 		[ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ], | ||
|  | 		[ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ], | ||
|  | 		[ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ], | ||
|  | 		[ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ], | ||
|  | 		[ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ], | ||
|  | 		[ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ] | ||
|  | 	] | ||
|  | ]; | ||
|  | 
 | ||
|  | export { TAARenderPass }; |