SSAARenderPass.js 5.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224
  1. import {
  2. AdditiveBlending,
  3. Color,
  4. ShaderMaterial,
  5. UniformsUtils,
  6. WebGLRenderTarget
  7. } from 'three';
  8. import { Pass, FullScreenQuad } from './Pass.js';
  9. import { CopyShader } from '../shaders/CopyShader.js';
  10. /**
  11. *
  12. * Supersample Anti-Aliasing Render Pass
  13. *
  14. * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
  15. *
  16. * References: https://en.wikipedia.org/wiki/Supersampling
  17. *
  18. */
  19. class SSAARenderPass extends Pass {
  20. constructor( scene, camera, clearColor, clearAlpha ) {
  21. super();
  22. this.scene = scene;
  23. this.camera = camera;
  24. this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
  25. this.unbiased = true;
  26. // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
  27. this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
  28. this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
  29. this._oldClearColor = new Color();
  30. if ( CopyShader === undefined ) console.error( 'THREE.SSAARenderPass relies on CopyShader' );
  31. const copyShader = CopyShader;
  32. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  33. this.copyMaterial = new ShaderMaterial( {
  34. uniforms: this.copyUniforms,
  35. vertexShader: copyShader.vertexShader,
  36. fragmentShader: copyShader.fragmentShader,
  37. transparent: true,
  38. blending: AdditiveBlending,
  39. depthTest: false,
  40. depthWrite: false
  41. } );
  42. this.fsQuad = new FullScreenQuad( this.copyMaterial );
  43. }
  44. dispose() {
  45. if ( this.sampleRenderTarget ) {
  46. this.sampleRenderTarget.dispose();
  47. this.sampleRenderTarget = null;
  48. }
  49. }
  50. setSize( width, height ) {
  51. if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
  52. }
  53. render( renderer, writeBuffer, readBuffer ) {
  54. if ( ! this.sampleRenderTarget ) {
  55. this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height );
  56. this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
  57. }
  58. const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
  59. const autoClear = renderer.autoClear;
  60. renderer.autoClear = false;
  61. renderer.getClearColor( this._oldClearColor );
  62. const oldClearAlpha = renderer.getClearAlpha();
  63. const baseSampleWeight = 1.0 / jitterOffsets.length;
  64. const roundingRange = 1 / 32;
  65. this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture;
  66. const viewOffset = {
  67. fullWidth: readBuffer.width,
  68. fullHeight: readBuffer.height,
  69. offsetX: 0,
  70. offsetY: 0,
  71. width: readBuffer.width,
  72. height: readBuffer.height
  73. };
  74. const originalViewOffset = Object.assign( {}, this.camera.view );
  75. if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
  76. // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
  77. for ( let i = 0; i < jitterOffsets.length; i ++ ) {
  78. const jitterOffset = jitterOffsets[ i ];
  79. if ( this.camera.setViewOffset ) {
  80. this.camera.setViewOffset(
  81. viewOffset.fullWidth, viewOffset.fullHeight,
  82. viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
  83. viewOffset.width, viewOffset.height
  84. );
  85. }
  86. let sampleWeight = baseSampleWeight;
  87. if ( this.unbiased ) {
  88. // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
  89. // The following equation varies the sampleWeight per sample so that it is uniformly distributed
  90. // across a range of values whose rounding errors cancel each other out.
  91. const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
  92. sampleWeight += roundingRange * uniformCenteredDistribution;
  93. }
  94. this.copyUniforms[ 'opacity' ].value = sampleWeight;
  95. renderer.setClearColor( this.clearColor, this.clearAlpha );
  96. renderer.setRenderTarget( this.sampleRenderTarget );
  97. renderer.clear();
  98. renderer.render( this.scene, this.camera );
  99. renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
  100. if ( i === 0 ) {
  101. renderer.setClearColor( 0x000000, 0.0 );
  102. renderer.clear();
  103. }
  104. this.fsQuad.render( renderer );
  105. }
  106. if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
  107. this.camera.setViewOffset(
  108. originalViewOffset.fullWidth, originalViewOffset.fullHeight,
  109. originalViewOffset.offsetX, originalViewOffset.offsetY,
  110. originalViewOffset.width, originalViewOffset.height
  111. );
  112. } else if ( this.camera.clearViewOffset ) {
  113. this.camera.clearViewOffset();
  114. }
  115. renderer.autoClear = autoClear;
  116. renderer.setClearColor( this._oldClearColor, oldClearAlpha );
  117. }
  118. }
  119. // These jitter vectors are specified in integers because it is easier.
  120. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
  121. // before being used, thus these integers need to be scaled by 1/16.
  122. //
  123. // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
  124. const _JitterVectors = [
  125. [
  126. [ 0, 0 ]
  127. ],
  128. [
  129. [ 4, 4 ], [ - 4, - 4 ]
  130. ],
  131. [
  132. [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
  133. ],
  134. [
  135. [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
  136. [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
  137. ],
  138. [
  139. [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
  140. [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
  141. [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
  142. [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
  143. ],
  144. [
  145. [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
  146. [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
  147. [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
  148. [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
  149. [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
  150. [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
  151. [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
  152. [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
  153. ]
  154. ];
  155. export { SSAARenderPass };