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- /**
- *
- * Temporal Anti-Aliasing Render Pass
- *
- * @author bhouston / http://clara.io/
- *
- * 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.
- *
- */
- import {
- WebGLRenderTarget
- } from "../../../build/three.module.js";
- import { SSAARenderPass } from "../postprocessing/SSAARenderPass.js";
- var TAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
- if ( SSAARenderPass === undefined ) {
- console.error( "TAARenderPass relies on SSAARenderPass" );
- }
- SSAARenderPass.call( this, scene, camera, clearColor, clearAlpha );
- this.sampleLevel = 0;
- this.accumulate = false;
- };
- TAARenderPass.JitterVectors = SSAARenderPass.JitterVectors;
- TAARenderPass.prototype = Object.assign( Object.create( SSAARenderPass.prototype ), {
- constructor: TAARenderPass,
- render: function ( renderer, writeBuffer, readBuffer, deltaTime ) {
- if ( ! this.accumulate ) {
- SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, deltaTime );
- this.accumulateIndex = - 1;
- return;
- }
- var jitterOffsets = TAARenderPass.JitterVectors[ 5 ];
- if ( ! this.sampleRenderTarget ) {
- this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
- this.sampleRenderTarget.texture.name = "TAARenderPass.sample";
- }
- if ( ! this.holdRenderTarget ) {
- this.holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
- this.holdRenderTarget.texture.name = "TAARenderPass.hold";
- }
- if ( this.accumulate && this.accumulateIndex === - 1 ) {
- SSAARenderPass.prototype.render.call( this, renderer, this.holdRenderTarget, readBuffer, deltaTime );
- this.accumulateIndex = 0;
- }
- var autoClear = renderer.autoClear;
- renderer.autoClear = false;
- var 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.
- var numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
- for ( var i = 0; i < numSamplesPerFrame; i ++ ) {
- var j = this.accumulateIndex;
- var 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.clear();
- renderer.render( this.scene, this.camera );
- renderer.setRenderTarget( this.sampleRenderTarget );
- if ( this.accumulateIndex === 0 ) renderer.clear();
- this.fsQuad.render( renderer );
- this.accumulateIndex ++;
- if ( this.accumulateIndex >= jitterOffsets.length ) break;
- }
- if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
- }
- var 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 );
- if ( accumulationWeight === 0 ) renderer.clear();
- this.fsQuad.render( renderer );
- }
- renderer.autoClear = autoClear;
- }
- } );
- export { TAARenderPass };
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