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@animech-public/playcanvas

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import { FILTER_LINEAR, ADDRESS_CLAMP_TO_EDGE } from '../../platform/graphics/constants.js'; import { Texture } from '../../platform/graphics/texture.js'; import { shaderChunks } from '../../scene/shader-lib/chunks/chunks.js'; import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js'; import { RenderTarget } from '../../platform/graphics/render-target.js'; const fs = /* glsl */` uniform highp sampler2D uSceneDepthMap; uniform sampler2D sourceTexture; uniform sampler2D historyTexture; uniform mat4 matrix_viewProjectionPrevious; uniform mat4 matrix_viewProjectionInverse; uniform vec4 jitters; // xy: current frame, zw: previous frame uniform vec2 textureSize; varying vec2 uv0; vec2 reproject(vec2 uv, float depth) { // fragment NDC #ifndef WEBGPU depth = depth * 2.0 - 1.0; #endif vec4 ndc = vec4(uv * 2.0 - 1.0, depth, 1.0); // remove jitter from the current frame ndc.xy -= jitters.xy; // Transform NDC to world space of the current frame vec4 worldPosition = matrix_viewProjectionInverse * ndc; worldPosition /= worldPosition.w; // world position to screen space of the previous frame vec4 screenPrevious = matrix_viewProjectionPrevious * worldPosition; return (screenPrevious.xy / screenPrevious.w) * 0.5 + 0.5; } vec4 colorClamp(vec2 uv, vec4 historyColor) { // out of range numbers vec3 minColor = vec3(9999.0); vec3 maxColor = vec3(-9999.0); // sample a 3x3 neighborhood to create a box in color space for(float x = -1.0; x <= 1.0; ++x) { for(float y = -1.0; y <= 1.0; ++y) { vec3 color = texture2D(sourceTexture, uv + vec2(x, y) / textureSize).rgb; minColor = min(minColor, color); maxColor = max(maxColor, color); } } // clamp the history color to min/max bounding box vec3 clamped = clamp(historyColor.rgb, minColor, maxColor); return vec4(clamped, historyColor.a); } void main() { vec2 uv = uv0; #ifdef WEBGPU // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // This hack is needed on webgpu, which makes TAA work but the resulting image is upside-down. // We could flip the image in the following pass, but ideally a better solution should be found. uv.y = 1.0 - uv.y; // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #endif // current frame vec4 srcColor = texture2D(sourceTexture, uv); // current depth float depth = texture2DLodEXT(uSceneDepthMap, uv, 0.0).r; // previous frame vec2 historyUv = reproject(uv0, depth); #ifdef QUALITY_HIGH // high quality history, sharper result vec4 historyColor = SampleTextureCatmullRom(TEXTURE_PASS(historyTexture), historyUv, textureSize); #else // single sample history, more blurry result vec4 historyColor = texture2D(historyTexture, historyUv); #endif // handle disocclusion by clamping the history color vec4 historyColorClamped = colorClamp(uv, historyColor); // handle history buffer outside of the frame float mixFactor = (historyUv.x < 0.0 || historyUv.x > 1.0 || historyUv.y < 0.0 || historyUv.y > 1.0) ? 1.0 : 0.05; gl_FragColor = mix(historyColorClamped, srcColor, mixFactor); } `; /** * @category Graphics */ class RenderPassTAA extends RenderPassShaderQuad { constructor(device, sourceTexture, cameraComponent) { super(device); /** * The index of the history texture to render to. * * @type {number} */ this.historyIndex = 0; /** * @type {Texture} */ this.historyTexture = null; /** * @type {Texture[]} */ this.historyTextures = []; /** * @type {RenderTarget[]} */ this.historyRenderTargets = []; this.sourceTexture = sourceTexture; this.cameraComponent = cameraComponent; const defines = /* glsl */` #define QUALITY_HIGH `; const fsChunks = shaderChunks.sampleCatmullRomPS; this.shader = this.createQuadShader('TaaResolveShader', defines + fsChunks + fs); const { scope } = device; this.sourceTextureId = scope.resolve('sourceTexture'); this.textureSizeId = scope.resolve('textureSize'); this.textureSize = new Float32Array(2); this.historyTextureId = scope.resolve('historyTexture'); this.viewProjPrevId = scope.resolve('matrix_viewProjectionPrevious'); this.viewProjInvId = scope.resolve('matrix_viewProjectionInverse'); this.jittersId = scope.resolve('jitters'); this.setup(); } destroy() { if (this.renderTarget) { this.renderTarget.destroyTextureBuffers(); this.renderTarget.destroy(); this.renderTarget = null; } } setup() { // double buffered history render target for (let i = 0; i < 2; ++i) { this.historyTextures[i] = new Texture(this.device, { name: `TAA-History-${i}`, width: 4, height: 4, format: this.sourceTexture.format, mipmaps: false, minFilter: FILTER_LINEAR, magFilter: FILTER_LINEAR, addressU: ADDRESS_CLAMP_TO_EDGE, addressV: ADDRESS_CLAMP_TO_EDGE }); this.historyRenderTargets[i] = new RenderTarget({ colorBuffer: this.historyTextures[i], depth: false }); } this.historyTexture = this.historyTextures[0]; this.init(this.historyRenderTargets[0], { resizeSource: this.sourceTexture }); } before() { this.sourceTextureId.setValue(this.sourceTexture); this.historyTextureId.setValue(this.historyTextures[1 - this.historyIndex]); this.textureSize[0] = this.sourceTexture.width; this.textureSize[1] = this.sourceTexture.height; this.textureSizeId.setValue(this.textureSize); const camera = this.cameraComponent.camera; this.viewProjPrevId.setValue(camera._viewProjPrevious.data); this.viewProjInvId.setValue(camera._viewProjInverse.data); this.jittersId.setValue(camera._jitters); } // called when the parent render pass gets added to the frame graph update() { // swap source and destination history texture this.historyIndex = 1 - this.historyIndex; this.historyTexture = this.historyTextures[this.historyIndex]; this.renderTarget = this.historyRenderTargets[this.historyIndex]; return this.historyTexture; } } export { RenderPassTAA };