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@inweb/viewer-three

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JavaScript library for rendering CAD and BIM files in a browser using Three.js

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/////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2002-2025, Open Design Alliance (the "Alliance"). // All rights reserved. // // This software and its documentation and related materials are owned by // the Alliance. The software may only be incorporated into application // programs owned by members of the Alliance, subject to a signed // Membership Agreement and Supplemental Software License Agreement with the // Alliance. The structure and organization of this software are the valuable // trade secrets of the Alliance and its suppliers. The software is also // protected by copyright law and international treaty provisions. Application // programs incorporating this software must include the following statement // with their copyright notices: // // This application incorporates Open Design Alliance software pursuant to a // license agreement with Open Design Alliance. // Open Design Alliance Copyright (C) 2002-2025 by Open Design Alliance. // All rights reserved. // // By use of this software, its documentation or related materials, you // acknowledge and accept the above terms. /////////////////////////////////////////////////////////////////////////////// import { AdditiveBlending, Color, HalfFloatType, ShaderMaterial, UniformsUtils, WebGLRenderTarget } from "three"; import { Pass, FullScreenQuad } from "three/examples/jsm/postprocessing/Pass.js"; import { CopyShader } from "three/examples/jsm/shaders/CopyShader.js"; export class SSAARenderPass extends Pass { constructor(scenes, camera, clearColor = 0x000000, clearAlpha = 0) { super(); this.scenes = Array.isArray(scenes) ? scenes : [scenes]; this.camera = camera; this.sampleLevel = 2; this.unbiased = true; this.stencilBuffer = false; this.clearColor = clearColor; this.clearAlpha = clearAlpha; this._sampleRenderTarget = null; this._oldClearColor = new Color(); this._copyUniforms = UniformsUtils.clone(CopyShader.uniforms); this._copyMaterial = new ShaderMaterial({ uniforms: this._copyUniforms, vertexShader: CopyShader.vertexShader, fragmentShader: CopyShader.fragmentShader, transparent: true, depthTest: false, depthWrite: false, premultipliedAlpha: true, blending: AdditiveBlending, }); this._fsQuad = new FullScreenQuad(this._copyMaterial); } dispose() { if (this._sampleRenderTarget) { this._sampleRenderTarget.dispose(); this._sampleRenderTarget = null; } this._copyMaterial.dispose(); this._fsQuad.dispose(); } setSize(width, height) { if (this._sampleRenderTarget) this._sampleRenderTarget.setSize(width, height); } render(renderer, writeBuffer, readBuffer, deltaTime, maskActive) { if (!this._sampleRenderTarget) { this._sampleRenderTarget = new WebGLRenderTarget(readBuffer.width, readBuffer.height, { type: HalfFloatType, stencilBuffer: this.stencilBuffer, }); this._sampleRenderTarget.texture.name = "SSAAMultiRenderPass.sample"; } const jitterOffsets = _JitterVectors[Math.max(0, Math.min(this.sampleLevel, 5))]; const autoClear = renderer.autoClear; renderer.autoClear = false; renderer.getClearColor(this._oldClearColor); const oldClearAlpha = renderer.getClearAlpha(); const baseSampleWeight = 1.0 / jitterOffsets.length; const roundingRange = 1 / 32; this._copyUniforms["tDiffuse"].value = this._sampleRenderTarget.texture; const viewOffset = { fullWidth: readBuffer.width, fullHeight: readBuffer.height, offsetX: 0, offsetY: 0, width: readBuffer.width, height: readBuffer.height, }; const originalViewOffset = Object.assign({}, this.camera.view); if (originalViewOffset.enabled) Object.assign(viewOffset, originalViewOffset); for (let i = 0; i < jitterOffsets.length; i++) { const jitterOffset = jitterOffsets[i]; if (this.camera.setViewOffset) { this.camera.setViewOffset( viewOffset.fullWidth, viewOffset.fullHeight, viewOffset.offsetX + jitterOffset[0] * 0.0625, viewOffset.offsetY + jitterOffset[1] * 0.0625, // 0.0625 = 1 / 16 viewOffset.width, viewOffset.height ); } let sampleWeight = baseSampleWeight; if (this.unbiased) { const uniformCenteredDistribution = -0.5 + (i + 0.5) / jitterOffsets.length; sampleWeight += roundingRange * uniformCenteredDistribution; } this._copyUniforms["opacity"].value = sampleWeight; renderer.setClearColor(this.clearColor, this.clearAlpha); renderer.setRenderTarget(this._sampleRenderTarget); renderer.clear(); this.scenes.forEach((scene) => renderer.render(scene, this.camera)); renderer.setRenderTarget(this.renderToScreen ? null : writeBuffer); if (i === 0) { renderer.setClearColor(0x000000, 0.0); renderer.clear(); } this._fsQuad.render(renderer); } if (this.camera.setViewOffset && originalViewOffset.enabled) { this.camera.setViewOffset( originalViewOffset.fullWidth, originalViewOffset.fullHeight, originalViewOffset.offsetX, originalViewOffset.offsetY, originalViewOffset.width, originalViewOffset.height ); } else if (this.camera.clearViewOffset) { this.camera.clearViewOffset(); } renderer.autoClear = autoClear; renderer.setClearColor(this._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 const _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], ], ];