Buckets:
| 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 | |
| * @three_import import { TAARenderPass } from 'three/addons/postprocessing/TAARenderPass.js'; | |
| */ | |
| 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 }; | |
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