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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. | |
* | |
* References: | |
* | |
* TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes. | |
* | |
*/ | |
class TAARenderPass extends SSAARenderPass { | |
constructor( scene, camera, clearColor, clearAlpha ) { | |
super( scene, camera, clearColor, clearAlpha ); | |
this.sampleLevel = 0; | |
this.accumulate = false; | |
this.accumulateIndex = - 1; | |
} | |
render( renderer, writeBuffer, readBuffer, deltaTime ) { | |
if ( this.accumulate === false ) { | |
super.render( renderer, writeBuffer, readBuffer, deltaTime ); | |
this.accumulateIndex = - 1; | |
return; | |
} | |
const jitterOffsets = _JitterVectors[ 5 ]; | |
if ( this.sampleRenderTarget === undefined ) { | |
this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } ); | |
this.sampleRenderTarget.texture.name = 'TAARenderPass.sample'; | |
} | |
if ( this.holdRenderTarget === undefined ) { | |
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 ); | |
} | |
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 }; | |