( 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 === false ) { super.render( renderer, writeBuffer, readBuffer, deltaTime ); this.accumulateIndex = - 1; return; } const jitterOffsets = _JitterVectors[ 5 ]; if ( this.sampleRenderTarget === undefined ) { this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params ); this.sampleRenderTarget.texture.name = 'TAARenderPass.sample'; } if ( this.holdRenderTarget === undefined ) { this.holdRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params ); 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; 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; } )();