animate/webGl/my-threejs-test/node_modules/three/examples/jsm/postprocessing/TAARenderPass.js

189 lines
4.8 KiB
JavaScript

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 };