UNPKG

playcanvas

Version:

PlayCanvas WebGL game engine

105 lines (102 loc) 7.8 kB
import { ADDRESS_CLAMP_TO_EDGE, FILTER_LINEAR } 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'; import { PROJECTION_ORTHOGRAPHIC } from '../../scene/constants.js'; import { ChunkUtils } from '../../scene/shader-lib/chunk-utils.js'; var fs = "\n uniform sampler2D sourceTexture;\n uniform sampler2D historyTexture;\n uniform mat4 matrix_viewProjectionPrevious;\n uniform mat4 matrix_viewProjectionInverse;\n uniform vec4 jitters; // xy: current frame, zw: previous frame\n uniform vec2 textureSize;\n\n varying vec2 uv0;\n\n vec2 reproject(vec2 uv, float depth) {\n\n // fragment NDC\n #ifndef WEBGPU\n depth = depth * 2.0 - 1.0;\n #endif\n vec4 ndc = vec4(uv * 2.0 - 1.0, depth, 1.0);\n\n // remove jitter from the current frame\n ndc.xy -= jitters.xy;\n\n // Transform NDC to world space of the current frame\n vec4 worldPosition = matrix_viewProjectionInverse * ndc;\n worldPosition /= worldPosition.w;\n \n // world position to screen space of the previous frame\n vec4 screenPrevious = matrix_viewProjectionPrevious * worldPosition;\n\n return (screenPrevious.xy / screenPrevious.w) * 0.5 + 0.5;\n }\n\n vec4 colorClamp(vec2 uv, vec4 historyColor) {\n\n // out of range numbers\n vec3 minColor = vec3(9999.0);\n vec3 maxColor = vec3(-9999.0);\n \n // sample a 3x3 neighborhood to create a box in color space\n for(float x = -1.0; x <= 1.0; ++x)\n {\n for(float y = -1.0; y <= 1.0; ++y)\n {\n vec3 color = texture2D(sourceTexture, uv + vec2(x, y) / textureSize).rgb;\n minColor = min(minColor, color);\n maxColor = max(maxColor, color);\n }\n }\n \n // clamp the history color to min/max bounding box\n vec3 clamped = clamp(historyColor.rgb, minColor, maxColor);\n return vec4(clamped, historyColor.a);\n }\n\n void main()\n {\n vec2 uv = uv0;\n\n #ifdef WEBGPU\n // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n // This hack is needed on webgpu, which makes TAA work but the resulting image is upside-down.\n // We could flip the image in the following pass, but ideally a better solution should be found.\n uv.y = 1.0 - uv.y;\n // !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n #endif\n\n // current frame\n vec4 srcColor = texture2D(sourceTexture, uv);\n\n // current depth is in linear space, convert it to non-linear space\n float linearDepth = getLinearScreenDepth(uv0);\n float depth = delinearizeDepth(linearDepth);\n\n // previous frame\n vec2 historyUv = reproject(uv0, depth);\n\n #ifdef QUALITY_HIGH\n\n // high quality history, sharper result\n vec4 historyColor = SampleTextureCatmullRom(TEXTURE_PASS(historyTexture), historyUv, textureSize);\n\n #else\n\n // single sample history, more blurry result\n vec4 historyColor = texture2D(historyTexture, historyUv);\n\n #endif\n\n // handle disocclusion by clamping the history color\n vec4 historyColorClamped = colorClamp(uv, historyColor);\n\n // handle history buffer outside of the frame\n float mixFactor = (historyUv.x < 0.0 || historyUv.x > 1.0 || historyUv.y < 0.0 || historyUv.y > 1.0) ?\n 1.0 : 0.05;\n\n gl_FragColor = mix(historyColorClamped, srcColor, mixFactor);\n }\n"; /** * A render pass implementation of Temporal Anti-Aliasing (TAA). * * @category Graphics * @ignore */ class RenderPassTAA extends RenderPassShaderQuad { destroy() { if (this.renderTarget) { this.renderTarget.destroyTextureBuffers(); this.renderTarget.destroy(); this.renderTarget = null; } } setup() { // double buffered history render target for(var 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); var camera = this.cameraComponent.camera; this.viewProjPrevId.setValue(camera._viewProjPrevious.data); this.viewProjInvId.setValue(camera._viewProjInverse.data); this.jittersId.setValue(camera._jitters); var f = camera._farClip; this.cameraParams[0] = 1 / f; this.cameraParams[1] = f; this.cameraParams[2] = camera._nearClip; this.cameraParams[3] = camera.projection === PROJECTION_ORTHOGRAPHIC ? 1 : 0; this.cameraParamsId.setValue(this.cameraParams); } // 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; } 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; var defines = "\n #define QUALITY_HIGH\n "; var screenDepth = ChunkUtils.getScreenDepthChunk(device, cameraComponent.shaderParams); var fsChunks = shaderChunks.sampleCatmullRomPS + screenDepth; this.shader = this.createQuadShader('TaaResolveShader', defines + fsChunks + fs); var { 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.cameraParams = new Float32Array(4); this.cameraParamsId = scope.resolve('camera_params'); this.setup(); } } export { RenderPassTAA };