273 lines
6.5 KiB
JavaScript
273 lines
6.5 KiB
JavaScript
import { AdditiveBlending, Color, Vector2, PostProcessingUtils } from 'three';
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import { nodeObject, uniform, mrt, PassNode, QuadMesh, texture, NodeMaterial, getTextureIndex } from 'three/tsl';
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const _size = /*@__PURE__*/ new Vector2();
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let _rendererState;
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/**
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*
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* Supersample Anti-Aliasing Render Pass
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*
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* This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
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*
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* References: https://en.wikipedia.org/wiki/Supersampling
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*
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*/
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class SSAAPassNode extends PassNode {
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static get type() {
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return 'SSAAPassNode';
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}
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constructor( scene, camera ) {
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super( PassNode.COLOR, scene, camera );
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this.isSSAAPassNode = true;
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this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
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this.unbiased = true;
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this.clearColor = new Color( 0x000000 );
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this.clearAlpha = 0;
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this.sampleWeight = uniform( 1 );
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this.sampleRenderTarget = null;
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this._quadMesh = new QuadMesh();
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}
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updateBefore( frame ) {
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const { renderer } = frame;
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const { scene, camera } = this;
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_rendererState = PostProcessingUtils.resetRendererAndSceneState( renderer, scene, _rendererState );
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//
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this._pixelRatio = renderer.getPixelRatio();
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const size = renderer.getSize( _size );
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this.setSize( size.width, size.height );
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this.sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
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//
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this._cameraNear.value = camera.near;
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this._cameraFar.value = camera.far;
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renderer.setMRT( this.getMRT() );
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renderer.autoClear = false;
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const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
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const baseSampleWeight = 1.0 / jitterOffsets.length;
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const roundingRange = 1 / 32;
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const viewOffset = {
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fullWidth: this.renderTarget.width,
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fullHeight: this.renderTarget.height,
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offsetX: 0,
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offsetY: 0,
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width: this.renderTarget.width,
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height: this.renderTarget.height
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};
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const originalViewOffset = Object.assign( {}, camera.view );
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if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
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// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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for ( let i = 0; i < jitterOffsets.length; i ++ ) {
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const jitterOffset = jitterOffsets[ i ];
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if ( camera.setViewOffset ) {
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camera.setViewOffset(
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viewOffset.fullWidth, viewOffset.fullHeight,
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viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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viewOffset.width, viewOffset.height
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);
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}
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this.sampleWeight.value = baseSampleWeight;
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if ( this.unbiased ) {
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// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
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// The following equation varies the sampleWeight per sample so that it is uniformly distributed
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// across a range of values whose rounding errors cancel each other out.
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const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
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this.sampleWeight.value += roundingRange * uniformCenteredDistribution;
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}
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renderer.setClearColor( this.clearColor, this.clearAlpha );
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renderer.setRenderTarget( this.sampleRenderTarget );
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renderer.clear();
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renderer.render( scene, camera );
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// accumulation
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renderer.setRenderTarget( this.renderTarget );
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if ( i === 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._quadMesh.render( renderer );
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}
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renderer.copyTextureToTexture( this.sampleRenderTarget.depthTexture, this.renderTarget.depthTexture );
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// restore
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if ( camera.setViewOffset && originalViewOffset.enabled ) {
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camera.setViewOffset(
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originalViewOffset.fullWidth, originalViewOffset.fullHeight,
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originalViewOffset.offsetX, originalViewOffset.offsetY,
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originalViewOffset.width, originalViewOffset.height
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);
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} else if ( camera.clearViewOffset ) {
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camera.clearViewOffset();
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}
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//
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PostProcessingUtils.restoreRendererAndSceneState( renderer, scene, _rendererState );
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}
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setup( builder ) {
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if ( this.sampleRenderTarget === null ) {
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this.sampleRenderTarget = this.renderTarget.clone();
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}
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let sampleTexture;
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const passMRT = this.getMRT();
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if ( passMRT !== null ) {
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const outputs = {};
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for ( const name in passMRT.outputNodes ) {
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const index = getTextureIndex( this.sampleRenderTarget.textures, name );
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if ( index >= 0 ) {
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outputs[ name ] = texture( this.sampleRenderTarget.textures[ index ] ).mul( this.sampleWeight );
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}
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}
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sampleTexture = mrt( outputs );
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} else {
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sampleTexture = texture( this.sampleRenderTarget.texture ).mul( this.sampleWeight );
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}
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this._quadMesh.material = new NodeMaterial();
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this._quadMesh.material.fragmentNode = sampleTexture;
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this._quadMesh.material.transparent = true;
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this._quadMesh.material.depthTest = false;
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this._quadMesh.material.depthWrite = false;
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this._quadMesh.material.premultipliedAlpha = true;
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this._quadMesh.material.blending = AdditiveBlending;
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this._quadMesh.material.name = 'SSAA';
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return super.setup( builder );
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}
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dispose() {
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super.dispose();
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if ( this.sampleRenderTarget !== null ) {
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this.sampleRenderTarget.dispose();
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}
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}
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}
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export default SSAAPassNode;
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// These jitter vectors are specified in integers because it is easier.
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// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
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// before being used, thus these integers need to be scaled by 1/16.
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//
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// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
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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 const ssaaPass = ( scene, camera ) => nodeObject( new SSAAPassNode( scene, camera ) );
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