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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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128 lines
4.2 KiB
128 lines
4.2 KiB
( function () { |
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/** |
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* |
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* Temporal Anti-Aliasing Render Pass |
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* |
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* 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. |
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* |
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* References: |
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* |
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* TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes. |
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* |
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*/ |
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class TAARenderPass extends THREE.SSAARenderPass { |
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constructor( scene, camera, clearColor, clearAlpha ) { |
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super( scene, camera, clearColor, clearAlpha ); |
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this.sampleLevel = 0; |
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this.accumulate = false; |
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} |
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render( renderer, writeBuffer, readBuffer, deltaTime ) { |
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if ( ! this.accumulate ) { |
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super.render( renderer, writeBuffer, readBuffer, deltaTime ); |
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this.accumulateIndex = - 1; |
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return; |
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} |
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const jitterOffsets = _JitterVectors[ 5 ]; |
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if ( ! this.sampleRenderTarget ) { |
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this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params ); |
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this.sampleRenderTarget.texture.name = 'TAARenderPass.sample'; |
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} |
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if ( ! this.holdRenderTarget ) { |
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this.holdRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params ); |
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this.holdRenderTarget.texture.name = 'TAARenderPass.hold'; |
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} |
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if ( this.accumulate && this.accumulateIndex === - 1 ) { |
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super.render( renderer, this.holdRenderTarget, readBuffer, deltaTime ); |
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this.accumulateIndex = 0; |
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} |
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const autoClear = renderer.autoClear; |
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renderer.autoClear = false; |
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const sampleWeight = 1.0 / jitterOffsets.length; |
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if ( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) { |
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this.copyUniforms[ 'opacity' ].value = sampleWeight; |
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this.copyUniforms[ 'tDiffuse' ].value = writeBuffer.texture; // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. |
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const numSamplesPerFrame = Math.pow( 2, this.sampleLevel ); |
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for ( let i = 0; i < numSamplesPerFrame; i ++ ) { |
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const j = this.accumulateIndex; |
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const jitterOffset = jitterOffsets[ j ]; |
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if ( this.camera.setViewOffset ) { |
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this.camera.setViewOffset( readBuffer.width, readBuffer.height, jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16 |
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readBuffer.width, readBuffer.height ); |
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} |
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renderer.setRenderTarget( writeBuffer ); |
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renderer.clear(); |
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renderer.render( this.scene, this.camera ); |
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renderer.setRenderTarget( this.sampleRenderTarget ); |
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if ( this.accumulateIndex === 0 ) renderer.clear(); |
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this.fsQuad.render( renderer ); |
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this.accumulateIndex ++; |
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if ( this.accumulateIndex >= jitterOffsets.length ) break; |
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} |
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if ( this.camera.clearViewOffset ) this.camera.clearViewOffset(); |
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} |
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const accumulationWeight = this.accumulateIndex * sampleWeight; |
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if ( accumulationWeight > 0 ) { |
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this.copyUniforms[ 'opacity' ].value = 1.0; |
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this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture; |
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renderer.setRenderTarget( writeBuffer ); |
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renderer.clear(); |
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this.fsQuad.render( renderer ); |
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} |
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if ( accumulationWeight < 1.0 ) { |
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this.copyUniforms[ 'opacity' ].value = 1.0 - accumulationWeight; |
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this.copyUniforms[ 'tDiffuse' ].value = this.holdRenderTarget.texture; |
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renderer.setRenderTarget( writeBuffer ); |
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if ( accumulationWeight === 0 ) renderer.clear(); |
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this.fsQuad.render( renderer ); |
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} |
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renderer.autoClear = autoClear; |
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} |
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} |
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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 ]]]; |
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THREE.TAARenderPass = TAARenderPass; |
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} )();
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