three 基础库
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( function () {
/**
*
* 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 THREE.SSAARenderPass {
constructor( scene, camera, clearColor, clearAlpha ) {
super( scene, camera, clearColor, clearAlpha );
this.sampleLevel = 0;
this.accumulate = false;
}
render( renderer, writeBuffer, readBuffer, deltaTime ) {
if ( ! this.accumulate ) {
super.render( renderer, writeBuffer, readBuffer, deltaTime );
this.accumulateIndex = - 1;
return;
}
const jitterOffsets = _JitterVectors[ 5 ];
if ( ! this.sampleRenderTarget ) {
this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
this.sampleRenderTarget.texture.name = 'TAARenderPass.sample';
}
if ( ! this.holdRenderTarget ) {
this.holdRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
this.holdRenderTarget.texture.name = 'TAARenderPass.hold';
}
if ( this.accumulate && this.accumulateIndex === - 1 ) {
super.render( renderer, this.holdRenderTarget, readBuffer, deltaTime );
this.accumulateIndex = 0;
}
const autoClear = renderer.autoClear;
renderer.autoClear = false;
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.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();
}
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 );
if ( accumulationWeight === 0 ) renderer.clear();
this.fsQuad.render( renderer );
}
renderer.autoClear = autoClear;
}
}
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 ]]];
THREE.TAARenderPass = TAARenderPass;
} )();