/** * * Supersample Anti-Aliasing Render Pass * * @author bhouston / http://clara.io/ * * 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 * */ THREE.SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) { THREE.Pass.call( this ); 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; if ( THREE.CopyShader === undefined ) console.error( "THREE.SSAARenderPass relies on THREE.CopyShader" ); var copyShader = THREE.CopyShader; this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); this.copyMaterial = new THREE.ShaderMaterial( { uniforms: this.copyUniforms, vertexShader: copyShader.vertexShader, fragmentShader: copyShader.fragmentShader, premultipliedAlpha: true, transparent: true, blending: THREE.AdditiveBlending, depthTest: false, depthWrite: false } ); this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); this.scene2 = new THREE.Scene(); this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.copyMaterial ); this.quad2.frustumCulled = false; // Avoid getting clipped this.scene2.add( this.quad2 ); }; THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.SSAARenderPass, dispose: function() { if ( this.sampleRenderTarget ) { this.sampleRenderTarget.dispose(); this.sampleRenderTarget = null; } }, setSize: function ( width, height ) { if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height ); }, render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { if ( ! this.sampleRenderTarget ) { this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } ); } var jitterOffsets = THREE.SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ]; var autoClear = renderer.autoClear; renderer.autoClear = false; var oldClearColor = renderer.getClearColor().getHex(); var oldClearAlpha = renderer.getClearAlpha(); var baseSampleWeight = 1.0 / jitterOffsets.length; var roundingRange = 1 / 32; this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture; var width = readBuffer.width, height = readBuffer.height; // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. for ( var i = 0; i < jitterOffsets.length; i ++ ) { var jitterOffset = jitterOffsets[i]; if ( this.camera.setViewOffset ) { this.camera.setViewOffset( width, height, jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16 width, height ); } var 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. var uniformCenteredDistribution = ( -0.5 + ( i + 0.5 ) / jitterOffsets.length ); sampleWeight += roundingRange * uniformCenteredDistribution; } this.copyUniforms[ "opacity" ].value = sampleWeight; renderer.setClearColor( this.clearColor, this.clearAlpha ); renderer.render( this.scene, this.camera, this.sampleRenderTarget, true ); if (i === 0) { renderer.setClearColor( 0x000000, 0.0 ); } renderer.render( this.scene2, this.camera2, this.renderToScreen ? null : writeBuffer, (i === 0) ); } if ( this.camera.clearViewOffset ) this.camera.clearViewOffset(); renderer.autoClear = autoClear; renderer.setClearColor( 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 THREE.SSAARenderPass.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 ] ] ];