SSAARenderPass.js 5.4 KB

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  1. /**
  2. *
  3. * Supersample Anti-Aliasing Render Pass
  4. *
  5. * @author bhouston / http://clara.io/
  6. *
  7. * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  8. *
  9. * References: https://en.wikipedia.org/wiki/Supersampling
  10. *
  11. */
  12. THREE.SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
  13. THREE.Pass.call( this );
  14. this.scene = scene;
  15. this.camera = camera;
  16. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  17. this.unbiased = true;
  18. // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
  19. this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
  20. this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
  21. if ( THREE.CopyShader === undefined ) console.error( "THREE.SSAARenderPass relies on THREE.CopyShader" );
  22. var copyShader = THREE.CopyShader;
  23. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  24. this.copyMaterial = new THREE.ShaderMaterial( {
  25. uniforms: this.copyUniforms,
  26. vertexShader: copyShader.vertexShader,
  27. fragmentShader: copyShader.fragmentShader,
  28. premultipliedAlpha: true,
  29. transparent: true,
  30. blending: THREE.AdditiveBlending,
  31. depthTest: false,
  32. depthWrite: false
  33. } );
  34. this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  35. this.scene2 = new THREE.Scene();
  36. this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.copyMaterial );
  37. this.quad2.frustumCulled = false; // Avoid getting clipped
  38. this.scene2.add( this.quad2 );
  39. };
  40. THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  41. constructor: THREE.SSAARenderPass,
  42. dispose: function() {
  43. if ( this.sampleRenderTarget ) {
  44. this.sampleRenderTarget.dispose();
  45. this.sampleRenderTarget = null;
  46. }
  47. },
  48. setSize: function ( width, height ) {
  49. if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
  50. },
  51. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  52. if ( ! this.sampleRenderTarget ) {
  53. this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height,
  54. { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } );
  55. }
  56. var jitterOffsets = THREE.SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  57. var autoClear = renderer.autoClear;
  58. renderer.autoClear = false;
  59. var oldClearColor = renderer.getClearColor().getHex();
  60. var oldClearAlpha = renderer.getClearAlpha();
  61. var baseSampleWeight = 1.0 / jitterOffsets.length;
  62. var roundingRange = 1 / 32;
  63. this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
  64. var width = readBuffer.width, height = readBuffer.height;
  65. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  66. for ( var i = 0; i < jitterOffsets.length; i ++ ) {
  67. var jitterOffset = jitterOffsets[i];
  68. if ( this.camera.setViewOffset ) {
  69. this.camera.setViewOffset( width, height,
  70. jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  71. width, height );
  72. }
  73. var sampleWeight = baseSampleWeight;
  74. if( this.unbiased ) {
  75. // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  76. // The following equation varies the sampleWeight per sample so that it is uniformly distributed
  77. // across a range of values whose rounding errors cancel each other out.
  78. var uniformCenteredDistribution = ( -0.5 + ( i + 0.5 ) / jitterOffsets.length );
  79. sampleWeight += roundingRange * uniformCenteredDistribution;
  80. }
  81. this.copyUniforms[ "opacity" ].value = sampleWeight;
  82. renderer.setClearColor( this.clearColor, this.clearAlpha );
  83. renderer.render( this.scene, this.camera, this.sampleRenderTarget, true );
  84. if (i === 0) {
  85. renderer.setClearColor( 0x000000, 0.0 );
  86. }
  87. renderer.render( this.scene2, this.camera2, this.renderToScreen ? null : writeBuffer, (i === 0) );
  88. }
  89. if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
  90. renderer.autoClear = autoClear;
  91. renderer.setClearColor( oldClearColor, oldClearAlpha );
  92. }
  93. } );
  94. // These jitter vectors are specified in integers because it is easier.
  95. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  96. // before being used, thus these integers need to be scaled by 1/16.
  97. //
  98. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  99. THREE.SSAARenderPass.JitterVectors = [
  100. [
  101. [ 0, 0 ]
  102. ],
  103. [
  104. [ 4, 4 ], [ - 4, - 4 ]
  105. ],
  106. [
  107. [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  108. ],
  109. [
  110. [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  111. [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  112. ],
  113. [
  114. [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  115. [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  116. [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  117. [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  118. ],
  119. [
  120. [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  121. [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  122. [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  123. [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  124. [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  125. [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  126. [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  127. [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  128. ]
  129. ];