189 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			189 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									HalfFloatType,
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									WebGLRenderTarget
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								} from 'three';
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								import { SSAARenderPass } from './SSAARenderPass.js';
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								/**
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								 *
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								 * Temporal Anti-Aliasing Render Pass
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								 *
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								 * 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.
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								 *
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								 * References:
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								 *
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								 * TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes.
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								 *
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								 */
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								class TAARenderPass extends SSAARenderPass {
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									constructor( scene, camera, clearColor, clearAlpha ) {
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										super( scene, camera, clearColor, clearAlpha );
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										this.sampleLevel = 0;
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										this.accumulate = false;
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										this.accumulateIndex = - 1;
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									}
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									render( renderer, writeBuffer, readBuffer, deltaTime ) {
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										if ( this.accumulate === false ) {
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											super.render( renderer, writeBuffer, readBuffer, deltaTime );
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											this.accumulateIndex = - 1;
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											return;
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										}
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										const jitterOffsets = _JitterVectors[ 5 ];
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										if ( this.sampleRenderTarget === undefined ) {
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											this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
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											this.sampleRenderTarget.texture.name = 'TAARenderPass.sample';
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										}
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										if ( this.holdRenderTarget === undefined ) {
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											this.holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
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											this.holdRenderTarget.texture.name = 'TAARenderPass.hold';
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										}
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										if ( this.accumulateIndex === - 1 ) {
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											super.render( renderer, this.holdRenderTarget, readBuffer, deltaTime );
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											this.accumulateIndex = 0;
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										}
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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 sampleWeight = 1.0 / ( jitterOffsets.length );
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										if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
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											this.copyUniforms[ 'opacity' ].value = sampleWeight;
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											this.copyUniforms[ 'tDiffuse' ].value = writeBuffer.texture;
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											// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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											const numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
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											for ( let i = 0; i < numSamplesPerFrame; i ++ ) {
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												const j = this.accumulateIndex;
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												const jitterOffset = jitterOffsets[ j ];
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												if ( this.camera.setViewOffset ) {
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													this.camera.setViewOffset( readBuffer.width, readBuffer.height,
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														jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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														readBuffer.width, readBuffer.height );
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												}
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												renderer.setRenderTarget( writeBuffer );
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												renderer.setClearColor( this.clearColor, this.clearAlpha );
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												renderer.clear();
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												renderer.render( this.scene, this.camera );
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												renderer.setRenderTarget( this.sampleRenderTarget );
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												if ( this.accumulateIndex === 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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												this.accumulateIndex ++;
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												if ( this.accumulateIndex >= jitterOffsets.length ) break;
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											}
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											if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
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										}
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										renderer.setClearColor( this.clearColor, this.clearAlpha );
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										const accumulationWeight = this.accumulateIndex * sampleWeight;
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										if ( accumulationWeight > 0 ) {
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											this.copyUniforms[ 'opacity' ].value = 1.0;
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											this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;
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											renderer.setRenderTarget( writeBuffer );
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											renderer.clear();
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											this.fsQuad.render( renderer );
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										}
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										if ( accumulationWeight < 1.0 ) {
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											this.copyUniforms[ 'opacity' ].value = 1.0 - accumulationWeight;
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											this.copyUniforms[ 'tDiffuse' ].value = this.holdRenderTarget.texture;
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											renderer.setRenderTarget( writeBuffer );
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											this.fsQuad.render( renderer );
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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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									dispose() {
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										super.dispose();
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										if ( this.holdRenderTarget ) this.holdRenderTarget.dispose();
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									}
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								}
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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 { TAARenderPass };
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