/** * * 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; } } );