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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. | |
* | |
*/ | |
THREE.TAARenderPass = function ( scene, camera, params ) { | |
if ( THREE.SSAARenderPass === undefined ) { | |
console.error( "THREE.TAARenderPass relies on THREE.SSAARenderPass" ); | |
} | |
THREE.SSAARenderPass.call( this, scene, camera, params ); | |
this.sampleLevel = 0; | |
this.accumulate = false; | |
}; | |
THREE.TAARenderPass.JitterVectors = THREE.SSAARenderPass.JitterVectors; | |
THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPass.prototype ), { | |
constructor: THREE.TAARenderPass, | |
render: function ( renderer, writeBuffer, readBuffer, deltaTime ) { | |
if ( ! this.accumulate ) { | |
THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, deltaTime ); | |
this.accumulateIndex = - 1; | |
return; | |
} | |
var jitterOffsets = THREE.TAARenderPass.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 ) { | |
THREE.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; | |
} | |
} ); | |