three
Version:
JavaScript 3D library
243 lines (181 loc) • 6.37 kB
JavaScript
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 };