Buckets:
| import { AdditiveBlending, Color, Vector2, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu'; | |
| import { nodeObject, uniform, mrt, texture, getTextureIndex } from 'three/tsl'; | |
| const _size = /*@__PURE__*/ new Vector2(); | |
| let _rendererState; | |
| /** | |
| * A special render pass node that renders the scene with SSAA (Supersampling Anti-Aliasing). | |
| * This manual SSAA approach re-renders the scene ones for each sample with camera jitter and accumulates the results. | |
| * | |
| * This node produces a high-quality anti-aliased output but is also extremely expensive because of | |
| * its brute-force approach of re-rendering the entire scene multiple times. | |
| * | |
| * Reference: {@link https://en.wikipedia.org/wiki/Supersampling} | |
| * | |
| * @augments PassNode | |
| * @three_import import { ssaaPass } from 'three/addons/tsl/display/SSAAPassNode.js'; | |
| */ | |
| class SSAAPassNode extends PassNode { | |
| static get type() { | |
| return 'SSAAPassNode'; | |
| } | |
| /** | |
| * Constructs a new SSAA pass node. | |
| * | |
| * @param {Scene} scene - The scene to render. | |
| * @param {Camera} camera - The camera to render the scene with. | |
| */ | |
| constructor( scene, camera ) { | |
| super( PassNode.COLOR, scene, camera ); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isSSAAPassNode = true; | |
| /** | |
| * 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 rounding errors should be mitigated or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| this.unbiased = true; | |
| /** | |
| * The clear color of the pass. | |
| * | |
| * @type {Color} | |
| * @default 0x000000 | |
| */ | |
| this.clearColor = new Color( 0x000000 ); | |
| /** | |
| * The clear alpha of the pass. | |
| * | |
| * @type {number} | |
| * @default 0 | |
| */ | |
| this.clearAlpha = 0; | |
| /** | |
| * A uniform node representing the sample weight. | |
| * | |
| * @type {UniformNode<float>} | |
| * @default 1 | |
| */ | |
| this.sampleWeight = uniform( 1 ); | |
| /** | |
| * Reference to the internal render target that holds the current sample. | |
| * | |
| * @private | |
| * @type {?RenderTarget} | |
| * @default null | |
| */ | |
| this._sampleRenderTarget = null; | |
| /** | |
| * Reference to the internal quad mesh. | |
| * | |
| * @private | |
| * @type {QuadMesh} | |
| */ | |
| this._quadMesh = new QuadMesh(); | |
| } | |
| /** | |
| * This method is used to render the SSAA effect once per frame. | |
| * | |
| * @param {NodeFrame} frame - The current node frame. | |
| */ | |
| updateBefore( frame ) { | |
| const { renderer } = frame; | |
| const { scene, camera } = this; | |
| _rendererState = RendererUtils.resetRendererState( renderer, _rendererState ); | |
| // | |
| this._pixelRatio = renderer.getPixelRatio(); | |
| const size = renderer.getSize( _size ); | |
| this.setSize( size.width, size.height ); | |
| this._sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height ); | |
| // | |
| this._cameraNear.value = camera.near; | |
| this._cameraFar.value = camera.far; | |
| renderer.setMRT( this.getMRT() ); | |
| renderer.autoClear = false; | |
| const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ]; | |
| const baseSampleWeight = 1.0 / jitterOffsets.length; | |
| const roundingRange = 1 / 32; | |
| const viewOffset = { | |
| fullWidth: this.renderTarget.width, | |
| fullHeight: this.renderTarget.height, | |
| offsetX: 0, | |
| offsetY: 0, | |
| width: this.renderTarget.width, | |
| height: this.renderTarget.height | |
| }; | |
| const originalViewOffset = Object.assign( {}, 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 ( camera.setViewOffset ) { | |
| 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 | |
| ); | |
| } | |
| this.sampleWeight.value = 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 ); | |
| this.sampleWeight.value += roundingRange * uniformCenteredDistribution; | |
| } | |
| renderer.setClearColor( this.clearColor, this.clearAlpha ); | |
| renderer.setRenderTarget( this._sampleRenderTarget ); | |
| renderer.clear(); | |
| renderer.render( scene, camera ); | |
| // accumulation | |
| renderer.setRenderTarget( this.renderTarget ); | |
| if ( i === 0 ) { | |
| renderer.setClearColor( 0x000000, 0.0 ); | |
| renderer.clear(); | |
| } | |
| this._quadMesh.render( renderer ); | |
| } | |
| renderer.copyTextureToTexture( this._sampleRenderTarget.depthTexture, this.renderTarget.depthTexture ); | |
| // restore | |
| if ( camera.setViewOffset && originalViewOffset.enabled ) { | |
| camera.setViewOffset( | |
| originalViewOffset.fullWidth, originalViewOffset.fullHeight, | |
| originalViewOffset.offsetX, originalViewOffset.offsetY, | |
| originalViewOffset.width, originalViewOffset.height | |
| ); | |
| } else if ( camera.clearViewOffset ) { | |
| camera.clearViewOffset(); | |
| } | |
| // | |
| RendererUtils.restoreRendererState( renderer, _rendererState ); | |
| } | |
| /** | |
| * This method is used to setup the effect's MRT configuration and quad mesh. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| * @return {PassTextureNode} | |
| */ | |
| setup( builder ) { | |
| if ( this._sampleRenderTarget === null ) { | |
| this._sampleRenderTarget = this.renderTarget.clone(); | |
| } | |
| let sampleTexture; | |
| const passMRT = this.getMRT(); | |
| if ( passMRT !== null ) { | |
| const outputs = {}; | |
| for ( const name in passMRT.outputNodes ) { | |
| const index = getTextureIndex( this._sampleRenderTarget.textures, name ); | |
| if ( index >= 0 ) { | |
| outputs[ name ] = texture( this._sampleRenderTarget.textures[ index ] ).mul( this.sampleWeight ); | |
| } | |
| } | |
| sampleTexture = mrt( outputs ); | |
| } else { | |
| sampleTexture = texture( this._sampleRenderTarget.texture ).mul( this.sampleWeight ); | |
| } | |
| this._quadMesh.material = new NodeMaterial(); | |
| this._quadMesh.material.fragmentNode = sampleTexture; | |
| this._quadMesh.material.transparent = true; | |
| this._quadMesh.material.depthTest = false; | |
| this._quadMesh.material.depthWrite = false; | |
| this._quadMesh.material.premultipliedAlpha = true; | |
| this._quadMesh.material.blending = AdditiveBlending; | |
| this._quadMesh.material.name = 'SSAA'; | |
| return super.setup( builder ); | |
| } | |
| /** | |
| * Frees internal resources. This method should be called | |
| * when the pass is no longer required. | |
| */ | |
| dispose() { | |
| super.dispose(); | |
| if ( this._sampleRenderTarget !== null ) { | |
| this._sampleRenderTarget.dispose(); | |
| } | |
| } | |
| } | |
| export default SSAAPassNode; | |
| // 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 ] | |
| ] | |
| ]; | |
| /** | |
| * TSL function for creating a SSAA pass node for Supersampling Anti-Aliasing. | |
| * | |
| * @tsl | |
| * @function | |
| * @param {Scene} scene - The scene to render. | |
| * @param {Camera} camera - The camera to render the scene with. | |
| * @returns {SSAAPassNode} | |
| */ | |
| export const ssaaPass = ( scene, camera ) => nodeObject( new SSAAPassNode( scene, camera ) ); | |
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