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| /** | |
| * | |
| * Supersample Anti-Aliasing Render Pass | |
| * | |
| * @author bhouston / http://clara.io/ | |
| * | |
| * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results. | |
| * | |
| * References: https://en.wikipedia.org/wiki/Supersampling | |
| * | |
| */ | |
| THREE.SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) { | |
| THREE.Pass.call( this ); | |
| this.scene = scene; | |
| this.camera = camera; | |
| this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16. | |
| this.unbiased = true; | |
| // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black. | |
| this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000; | |
| this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0; | |
| if ( THREE.CopyShader === undefined ) console.error( "THREE.SSAARenderPass relies on THREE.CopyShader" ); | |
| var copyShader = THREE.CopyShader; | |
| this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); | |
| this.copyMaterial = new THREE.ShaderMaterial( { | |
| uniforms: this.copyUniforms, | |
| vertexShader: copyShader.vertexShader, | |
| fragmentShader: copyShader.fragmentShader, | |
| premultipliedAlpha: true, | |
| transparent: true, | |
| blending: THREE.AdditiveBlending, | |
| depthTest: false, | |
| depthWrite: false | |
| } ); | |
| this.fsQuad = new THREE.Pass.FullScreenQuad( this.copyMaterial ); | |
| }; | |
| THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { | |
| constructor: THREE.SSAARenderPass, | |
| dispose: function () { | |
| if ( this.sampleRenderTarget ) { | |
| this.sampleRenderTarget.dispose(); | |
| this.sampleRenderTarget = null; | |
| } | |
| }, | |
| setSize: function ( width, height ) { | |
| if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height ); | |
| }, | |
| render: function ( renderer, writeBuffer, readBuffer ) { | |
| if ( ! this.sampleRenderTarget ) { | |
| this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } ); | |
| this.sampleRenderTarget.texture.name = "SSAARenderPass.sample"; | |
| } | |
| var jitterOffsets = THREE.SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ]; | |
| var autoClear = renderer.autoClear; | |
| renderer.autoClear = false; | |
| var oldClearColor = renderer.getClearColor().getHex(); | |
| var oldClearAlpha = renderer.getClearAlpha(); | |
| var baseSampleWeight = 1.0 / jitterOffsets.length; | |
| var roundingRange = 1 / 32; | |
| this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture; | |
| var width = readBuffer.width, height = readBuffer.height; | |
| // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. | |
| for ( var i = 0; i < jitterOffsets.length; i ++ ) { | |
| var jitterOffset = jitterOffsets[ i ]; | |
| if ( this.camera.setViewOffset ) { | |
| this.camera.setViewOffset( width, height, | |
| jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16 | |
| width, height ); | |
| } | |
| var 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. | |
| var 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.clearViewOffset ) this.camera.clearViewOffset(); | |
| renderer.autoClear = autoClear; | |
| renderer.setClearColor( 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 | |
| THREE.SSAARenderPass.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 ] | |
| ] | |
| ]; | |