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200 lines
5.1 KiB
200 lines
5.1 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing manual taa and ssaa</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Temporal Anti-Aliasing (TAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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When there is no motion in the scene, the TAA render pass accumulates jittered camera samples<br/>
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across frames to create a high quality anti-aliased result.<br/><br/>
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Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
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</div>
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<div id="container"></div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
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import { TAARenderPass } from 'three/addons/postprocessing/TAARenderPass.js';
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import { CopyShader } from 'three/addons/shaders/CopyShader.js';
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let camera, scene, renderer, composer, copyPass, taaRenderPass, renderPass;
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let gui, stats;
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let index = 0;
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const param = { TAAEnabled: '1', TAASampleLevel: 0 };
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init();
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animate();
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clearGui();
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function clearGui() {
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if ( gui ) gui.destroy();
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gui = new GUI();
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gui.add( param, 'TAAEnabled', {
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'Disabled': '0',
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'Enabled': '1'
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} ).onFinishChange( function () {
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if ( taaRenderPass ) {
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taaRenderPass.enabled = ( param.TAAEnabled === '1' );
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renderPass.enabled = ( param.TAAEnabled !== '1' );
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}
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} );
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gui.add( param, 'TAASampleLevel', {
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'Level 0: 1 Sample': 0,
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'Level 1: 2 Samples': 1,
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'Level 2: 4 Samples': 2,
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'Level 3: 8 Samples': 3,
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'Level 4: 16 Samples': 4,
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'Level 5: 32 Samples': 5
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} ).onFinishChange( function () {
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if ( taaRenderPass ) {
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taaRenderPass.sampleLevel = param.TAASampleLevel;
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}
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} );
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gui.open();
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}
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function init() {
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const container = document.getElementById( 'container' );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.z = 300;
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scene = new THREE.Scene();
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const geometry = new THREE.BoxGeometry( 120, 120, 120 );
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const material1 = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
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const mesh1 = new THREE.Mesh( geometry, material1 );
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mesh1.position.x = - 100;
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scene.add( mesh1 );
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const texture = new THREE.TextureLoader().load( 'textures/brick_diffuse.jpg' );
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texture.minFilter = THREE.NearestFilter;
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texture.magFilter = THREE.NearestFilter;
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texture.anisotropy = 1;
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texture.generateMipmaps = false;
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const material2 = new THREE.MeshBasicMaterial( { map: texture } );
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const mesh2 = new THREE.Mesh( geometry, material2 );
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mesh2.position.x = 100;
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scene.add( mesh2 );
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// postprocessing
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composer = new EffectComposer( renderer );
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taaRenderPass = new TAARenderPass( scene, camera );
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taaRenderPass.unbiased = false;
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composer.addPass( taaRenderPass );
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renderPass = new RenderPass( scene, camera );
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renderPass.enabled = false;
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composer.addPass( renderPass );
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copyPass = new ShaderPass( CopyShader );
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composer.addPass( copyPass );
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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const width = window.innerWidth;
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const height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize( width, height );
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composer.setSize( width, height );
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}
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function animate() {
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requestAnimationFrame( animate );
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index ++;
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if ( Math.round( index / 200 ) % 2 === 0 ) {
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for ( let i = 0; i < scene.children.length; i ++ ) {
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const child = scene.children[ i ];
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child.rotation.x += 0.005;
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child.rotation.y += 0.01;
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}
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if ( taaRenderPass ) taaRenderPass.accumulate = false;
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} else {
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if ( taaRenderPass ) taaRenderPass.accumulate = true;
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}
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composer.render();
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stats.update();
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}
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</script>
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</body>
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</html>
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