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three

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JavaScript 3D library

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import { HalfFloatType, WebGLRenderTarget } from 'three'; import { SSAARenderPass } from './SSAARenderPass.js'; /** * * Temporal Anti-Aliasing Render Pass. * * When there is no motion in the scene, the TAA render pass accumulates jittered camera * samples across frames to create a high quality anti-aliased result. * * Note: This effect uses no reprojection so it is no TRAA implementation. * * ```js * const taaRenderPass = new TAARenderPass( scene, camera ); * taaRenderPass.unbiased = false; * composer.addPass( taaRenderPass ); * ``` * * @augments SSAARenderPass */ class TAARenderPass extends SSAARenderPass { /** * Constructs a new TAA render pass. * * @param {Scene} scene - The scene to render. * @param {Camera} camera - The camera. * @param {?(number|Color|string)} [clearColor=0x000000] - The clear color of the render pass. * @param {?number} [clearAlpha=0] - The clear alpha of the render pass. */ constructor( scene, camera, clearColor, clearAlpha ) { super( scene, camera, clearColor, clearAlpha ); /** * Overwritten and set to 0 by default. * * @type {number} * @default 0 */ this.sampleLevel = 0; /** * Whether to accumulate frames or not. This enables * the TAA. * * @type {boolean} * @default false */ this.accumulate = false; /** * The accumulation index. * * @type {number} * @default -1 */ this.accumulateIndex = - 1; // internals this._sampleRenderTarget = null; this._holdRenderTarget = null; } /** * Performs the TAA render pass. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering * destination for the pass. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the * previous pass from this buffer. * @param {number} deltaTime - The delta time in seconds. * @param {boolean} maskActive - Whether masking is active or not. */ render( renderer, writeBuffer, readBuffer, deltaTime/*, maskActive*/ ) { if ( this.accumulate === false ) { super.render( renderer, writeBuffer, readBuffer, deltaTime ); this.accumulateIndex = - 1; return; } const jitterOffsets = _JitterVectors[ 5 ]; if ( this._sampleRenderTarget === null ) { this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } ); this._sampleRenderTarget.texture.name = 'TAARenderPass.sample'; } if ( this._holdRenderTarget === null ) { this._holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } ); this._holdRenderTarget.texture.name = 'TAARenderPass.hold'; } if ( this.accumulateIndex === - 1 ) { super.render( renderer, this._holdRenderTarget, readBuffer, deltaTime ); this.accumulateIndex = 0; } const autoClear = renderer.autoClear; renderer.autoClear = false; renderer.getClearColor( this._oldClearColor ); const oldClearAlpha = renderer.getClearAlpha(); const sampleWeight = 1.0 / ( jitterOffsets.length ); if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) { this._copyUniforms[ 'opacity' ].value = sampleWeight; this._copyUniforms[ 'tDiffuse' ].value = writeBuffer.texture; // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. const numSamplesPerFrame = Math.pow( 2, this.sampleLevel ); for ( let i = 0; i < numSamplesPerFrame; i ++ ) { const j = this.accumulateIndex; const jitterOffset = jitterOffsets[ j ]; if ( this.camera.setViewOffset ) { this.camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16 readBuffer.width, readBuffer.height ); } renderer.setRenderTarget( writeBuffer ); renderer.setClearColor( this.clearColor, this.clearAlpha ); renderer.clear(); renderer.render( this.scene, this.camera ); renderer.setRenderTarget( this._sampleRenderTarget ); if ( this.accumulateIndex === 0 ) { renderer.setClearColor( 0x000000, 0.0 ); renderer.clear(); } this._fsQuad.render( renderer ); this.accumulateIndex ++; if ( this.accumulateIndex >= jitterOffsets.length ) break; } if ( this.camera.clearViewOffset ) this.camera.clearViewOffset(); } renderer.setClearColor( this.clearColor, this.clearAlpha ); const accumulationWeight = this.accumulateIndex * sampleWeight; if ( accumulationWeight > 0 ) { this._copyUniforms[ 'opacity' ].value = 1.0; this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture; renderer.setRenderTarget( writeBuffer ); renderer.clear(); this._fsQuad.render( renderer ); } if ( accumulationWeight < 1.0 ) { this._copyUniforms[ 'opacity' ].value = 1.0 - accumulationWeight; this._copyUniforms[ 'tDiffuse' ].value = this._holdRenderTarget.texture; renderer.setRenderTarget( writeBuffer ); this._fsQuad.render( renderer ); } renderer.autoClear = autoClear; renderer.setClearColor( this._oldClearColor, oldClearAlpha ); } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever the pass is no longer used in your app. */ dispose() { super.dispose(); if ( this._holdRenderTarget ) this._holdRenderTarget.dispose(); } } 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 ] ] ]; export { TAARenderPass };