/** * * Manual Multi-Sample Anti-Aliasing Render Pass * * @author bhouston / http://clara.io/ * * This manual approach to MSAA re-renders the scene ones for each sample with camera jitter and accumulates the results. * * References: https://en.wikipedia.org/wiki/Multisample_anti-aliasing * */ THREE.ManualMSAARenderPass = function ( scene, camera, params ) { THREE.Pass.call( this ); this.scene = scene; this.camera = camera; this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16. this.params = params || { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; this.params.minFilter = THREE.NearestFilter; this.params.maxFilter = THREE.NearestFilter; if ( THREE.CompositeShader === undefined ) { console.error( "THREE.ManualMSAARenderPass relies on THREE.CompositeShader" ); } var compositeShader = THREE.CompositeShader; this.compositeUniforms = THREE.UniformsUtils.clone( compositeShader.uniforms ); this.materialComposite = new THREE.ShaderMaterial( { uniforms: this.compositeUniforms, vertexShader: compositeShader.vertexShader, fragmentShader: compositeShader.fragmentShader, premultipliedAlpha: true, transparent: true, blending: THREE.AdditiveBlending, depthTest: false, depthWrite: false } ); this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); this.scene2 = new THREE.Scene(); this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.materialComposite ); this.scene2.add( this.quad2 ); }; THREE.ManualMSAARenderPass.prototype = Object.create( THREE.Pass.prototype ); Object.assign( THREE.ManualMSAARenderPass.prototype, { dispose: function() { if ( this.sampleRenderTarget ) { this.sampleRenderTarget.dispose(); this.sampleRenderTarget = null; } }, setSize: function ( width, height ) { if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height ); }, render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { var camera = ( this.camera || this.scene.camera ); var jitterOffsets = THREE.ManualMSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ]; if ( ! this.sampleRenderTarget ) { this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params ); } var autoClear = renderer.autoClear; renderer.autoClear = false; this.compositeUniforms[ "scale" ].value = 1.0 / jitterOffsets.length; this.compositeUniforms[ "tForeground" ].value = this.sampleRenderTarget.texture; // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. for ( var i = 0; i < jitterOffsets.length; i ++ ) { // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras var jitterOffset = jitterOffsets[i]; if ( camera.setViewOffset ) { camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16 readBuffer.width, readBuffer.height ); } renderer.render( this.scene, camera, this.sampleRenderTarget, true ); renderer.render( this.scene2, this.camera2, writeBuffer, (i === 0) ); } // reset jitter to nothing. TODO: add support for orthogonal cameras if ( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined ); renderer.autoClear = autoClear; } } ); // These jitter vectors are specified in integers because it is easier. // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5) // before being used, thus these integers need to be scaled by 1/16. // // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396 THREE.ManualMSAARenderPass.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 ] ] ];