Buckets:
| import { | |
| AdditiveBlending, | |
| Color, | |
| HalfFloatType, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| WebGLRenderTarget | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| /** | |
| * Supersample Anti-Aliasing Render Pass. | |
| * | |
| * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results. | |
| * | |
| * ```js | |
| * const ssaaRenderPass = new SSAARenderPass( scene, camera ); | |
| * ssaaRenderPass.sampleLevel = 3; | |
| * composer.addPass( ssaaRenderPass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { SSAARenderPass } from 'three/addons/postprocessing/SSAARenderPass.js'; | |
| */ | |
| class SSAARenderPass extends Pass { | |
| /** | |
| * Constructs a new SSAA 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 = 0x000000, clearAlpha = 0 ) { | |
| super(); | |
| /** | |
| * The scene to render. | |
| * | |
| * @type {Scene} | |
| */ | |
| this.scene = scene; | |
| /** | |
| * The camera. | |
| * | |
| * @type {Camera} | |
| */ | |
| this.camera = camera; | |
| /** | |
| * The sample level. Specified as n, where the number of | |
| * samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16. | |
| * | |
| * @type {number} | |
| * @default 4 | |
| */ | |
| this.sampleLevel = 4; | |
| /** | |
| * Whether the pass should be unbiased or not. This property has the most | |
| * visible effect when rendering to a RGBA8 buffer because it mitigates | |
| * rounding errors. By default RGBA16F is used. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| this.unbiased = true; | |
| /** | |
| * Whether to use a stencil buffer or not. This property can't | |
| * be changed after the first render. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.stencilBuffer = false; | |
| /** | |
| * The clear color of the render pass. | |
| * | |
| * @type {?(number|Color|string)} | |
| * @default 0x000000 | |
| */ | |
| this.clearColor = clearColor; | |
| /** | |
| * The clear alpha of the render pass. | |
| * | |
| * @type {?number} | |
| * @default 0 | |
| */ | |
| this.clearAlpha = clearAlpha; | |
| // internals | |
| 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 ); | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever the pass is no longer used in your app. | |
| */ | |
| dispose() { | |
| if ( this._sampleRenderTarget ) { | |
| this._sampleRenderTarget.dispose(); | |
| this._sampleRenderTarget = null; | |
| } | |
| this._copyMaterial.dispose(); | |
| this._fsQuad.dispose(); | |
| } | |
| /** | |
| * Sets the size of the pass. | |
| * | |
| * @param {number} width - The width to set. | |
| * @param {number} height - The width to set. | |
| */ | |
| setSize( width, height ) { | |
| if ( this._sampleRenderTarget ) this._sampleRenderTarget.setSize( width, height ); | |
| } | |
| /** | |
| * Performs the SSAA 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._sampleRenderTarget ) { | |
| this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType, stencilBuffer: this.stencilBuffer } ); | |
| this._sampleRenderTarget.texture.name = 'SSAARenderPass.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 ); | |
| // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. | |
| 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 ) { | |
| // the theory is that equal weights for each sample lead to an accumulation of rounding errors. | |
| // The following equation varies the sampleWeight per sample so that it is uniformly distributed | |
| // across a range of values whose rounding errors cancel each other out. | |
| 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(); | |
| renderer.render( this.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 ] | |
| ] | |
| ]; | |
| export { SSAARenderPass }; | |
Xet Storage Details
- Size:
- 8.15 kB
- Xet hash:
- 6a9777ab3265685578d93fd8df1d7868daea717ed88a8b016287db5c78f0cc02
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.