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