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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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227 lines
6.0 KiB
227 lines
6.0 KiB
import { |
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AdditiveBlending, |
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Color, |
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LinearFilter, |
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RGBAFormat, |
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ShaderMaterial, |
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UniformsUtils, |
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WebGLRenderTarget |
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} from 'three'; |
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import { Pass, FullScreenQuad } from './Pass.js'; |
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import { CopyShader } from '../shaders/CopyShader.js'; |
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/** |
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* |
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* Supersample Anti-Aliasing Render Pass |
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* |
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* This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results. |
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* |
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* References: https://en.wikipedia.org/wiki/Supersampling |
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* |
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*/ |
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class SSAARenderPass extends Pass { |
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constructor( scene, camera, clearColor, clearAlpha ) { |
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super(); |
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this.scene = scene; |
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this.camera = camera; |
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this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16. |
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this.unbiased = true; |
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// as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black. |
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this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000; |
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this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0; |
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this._oldClearColor = new Color(); |
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if ( CopyShader === undefined ) console.error( 'THREE.SSAARenderPass relies on CopyShader' ); |
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const copyShader = CopyShader; |
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this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); |
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this.copyMaterial = new ShaderMaterial( { |
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uniforms: this.copyUniforms, |
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vertexShader: copyShader.vertexShader, |
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fragmentShader: copyShader.fragmentShader, |
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premultipliedAlpha: true, |
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transparent: true, |
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blending: AdditiveBlending, |
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depthTest: false, |
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depthWrite: false |
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} ); |
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this.fsQuad = new FullScreenQuad( this.copyMaterial ); |
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} |
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dispose() { |
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if ( this.sampleRenderTarget ) { |
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this.sampleRenderTarget.dispose(); |
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this.sampleRenderTarget = null; |
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} |
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} |
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setSize( width, height ) { |
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if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height ); |
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} |
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render( renderer, writeBuffer, readBuffer ) { |
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if ( ! this.sampleRenderTarget ) { |
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this.sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat } ); |
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this.sampleRenderTarget.texture.name = 'SSAARenderPass.sample'; |
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} |
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const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ]; |
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const autoClear = renderer.autoClear; |
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renderer.autoClear = false; |
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renderer.getClearColor( this._oldClearColor ); |
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const oldClearAlpha = renderer.getClearAlpha(); |
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const baseSampleWeight = 1.0 / jitterOffsets.length; |
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const roundingRange = 1 / 32; |
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this.copyUniforms[ 'tDiffuse' ].value = this.sampleRenderTarget.texture; |
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const viewOffset = { |
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fullWidth: readBuffer.width, |
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fullHeight: readBuffer.height, |
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offsetX: 0, |
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offsetY: 0, |
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width: readBuffer.width, |
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height: readBuffer.height |
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}; |
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const originalViewOffset = Object.assign( {}, this.camera.view ); |
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if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset ); |
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// render the scene multiple times, each slightly jitter offset from the last and accumulate the results. |
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for ( let i = 0; i < jitterOffsets.length; i ++ ) { |
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const jitterOffset = jitterOffsets[ i ]; |
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if ( this.camera.setViewOffset ) { |
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this.camera.setViewOffset( |
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viewOffset.fullWidth, viewOffset.fullHeight, |
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viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16 |
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viewOffset.width, viewOffset.height |
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); |
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} |
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let sampleWeight = baseSampleWeight; |
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if ( this.unbiased ) { |
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// the theory is that equal weights for each sample lead to an accumulation of rounding errors. |
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// The following equation varies the sampleWeight per sample so that it is uniformly distributed |
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// across a range of values whose rounding errors cancel each other out. |
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const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length ); |
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sampleWeight += roundingRange * uniformCenteredDistribution; |
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} |
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this.copyUniforms[ 'opacity' ].value = sampleWeight; |
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renderer.setClearColor( this.clearColor, this.clearAlpha ); |
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renderer.setRenderTarget( this.sampleRenderTarget ); |
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renderer.clear(); |
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renderer.render( this.scene, this.camera ); |
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renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer ); |
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if ( i === 0 ) { |
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renderer.setClearColor( 0x000000, 0.0 ); |
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renderer.clear(); |
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} |
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this.fsQuad.render( renderer ); |
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} |
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if ( this.camera.setViewOffset && originalViewOffset.enabled ) { |
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this.camera.setViewOffset( |
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originalViewOffset.fullWidth, originalViewOffset.fullHeight, |
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originalViewOffset.offsetX, originalViewOffset.offsetY, |
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originalViewOffset.width, originalViewOffset.height |
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); |
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} else if ( this.camera.clearViewOffset ) { |
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this.camera.clearViewOffset(); |
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} |
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renderer.autoClear = autoClear; |
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renderer.setClearColor( this._oldClearColor, oldClearAlpha ); |
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} |
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} |
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// These jitter vectors are specified in integers because it is easier. |
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// I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5) |
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// before being used, thus these integers need to be scaled by 1/16. |
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// |
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// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396 |
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const _JitterVectors = [ |
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[ |
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[ 0, 0 ] |
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], |
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[ |
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[ 4, 4 ], [ - 4, - 4 ] |
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], |
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[ |
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[ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ] |
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], |
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[ |
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[ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ], |
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[ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ] |
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], |
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[ |
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[ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ], |
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[ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ], |
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[ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ], |
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[ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ] |
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], |
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[ |
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[ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ], |
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[ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ], |
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[ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ], |
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[ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ], |
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[ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ], |
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[ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ], |
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[ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ], |
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[ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ] |
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] |
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]; |
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export { SSAARenderPass };
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