📄 SSAARenderPass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 3 |
🧱 Classes | 1 |
📦 Imports | 9 |
📊 Variables & Constants | 9 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/SSAARenderPass.js
📦 Imports¶
Name | Source |
---|---|
AdditiveBlending |
three |
Color |
three |
HalfFloatType |
three |
ShaderMaterial |
three |
UniformsUtils |
three |
WebGLRenderTarget |
three |
Pass |
./Pass.js |
FullScreenQuad |
./Pass.js |
CopyShader |
../shaders/CopyShader.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
jitterOffsets |
number[][] |
let/var | _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ] |
✗ |
autoClear |
any |
let/var | renderer.autoClear |
✗ |
baseSampleWeight |
number |
let/var | 1.0 / jitterOffsets.length |
✗ |
roundingRange |
number |
let/var | 1 / 32 |
✗ |
viewOffset |
{ fullWidth: any; fullHeight: any; of... |
let/var | { fullWidth: readBuffer.width, fullHeight: readBuffer.height, offsetX: 0, off... |
✗ |
jitterOffset |
number[] |
let/var | jitterOffsets[ i ] |
✗ |
sampleWeight |
number |
let/var | baseSampleWeight |
✗ |
uniformCenteredDistribution |
number |
let/var | ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length ) |
✗ |
_JitterVectors |
number[][][] |
let/var | [ [ [ 0, 0 ] ], [ [ 4, 4 ], [ - 4, - 4 ] ], [ [ - 2, - 6 ], [ 6, - 2 ], [ - 6... |
✗ |
Functions¶
SSAARenderPass.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
Returns: void
Calls:
this._sampleRenderTarget.dispose
this._copyMaterial.dispose
this._fsQuad.dispose
Code
SSAARenderPass.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
this._sampleRenderTarget.setSize
Code
SSAARenderPass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* Performs the SSAA render pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
Parameters:
renderer
WebGLRenderer
writeBuffer
WebGLRenderTarget
readBuffer
WebGLRenderTarget
Returns: void
Calls:
Math.max
Math.min
renderer.getClearColor
renderer.getClearAlpha
Object.assign
this.camera.setViewOffset
renderer.setClearColor
renderer.setRenderTarget
renderer.clear
renderer.render
this._fsQuad.render
this.camera.clearViewOffset
Internal Comments:
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
// the theory is that equal weights for each sample lead to an accumulation of rounding errors. (x2)
// The following equation varies the sampleWeight per sample so that it is uniformly distributed (x2)
// across a range of values whose rounding errors cancel each other out. (x2)
Code
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
if ( ! this._sampleRenderTarget ) {
this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType, stencilBuffer: this.stencilBuffer } );
this._sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
}
const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
const autoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.getClearColor( this._oldClearColor );
const oldClearAlpha = renderer.getClearAlpha();
const baseSampleWeight = 1.0 / jitterOffsets.length;
const roundingRange = 1 / 32;
this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture;
const viewOffset = {
fullWidth: readBuffer.width,
fullHeight: readBuffer.height,
offsetX: 0,
offsetY: 0,
width: readBuffer.width,
height: readBuffer.height
};
const originalViewOffset = Object.assign( {}, this.camera.view );
if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
for ( let i = 0; i < jitterOffsets.length; i ++ ) {
const jitterOffset = jitterOffsets[ i ];
if ( this.camera.setViewOffset ) {
this.camera.setViewOffset(
viewOffset.fullWidth, viewOffset.fullHeight,
viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
viewOffset.width, viewOffset.height
);
}
let sampleWeight = baseSampleWeight;
if ( this.unbiased ) {
// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
// The following equation varies the sampleWeight per sample so that it is uniformly distributed
// across a range of values whose rounding errors cancel each other out.
const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
sampleWeight += roundingRange * uniformCenteredDistribution;
}
this._copyUniforms[ 'opacity' ].value = sampleWeight;
renderer.setClearColor( this.clearColor, this.clearAlpha );
renderer.setRenderTarget( this._sampleRenderTarget );
renderer.clear();
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
if ( i === 0 ) {
renderer.setClearColor( 0x000000, 0.0 );
renderer.clear();
}
this._fsQuad.render( renderer );
}
if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
this.camera.setViewOffset(
originalViewOffset.fullWidth, originalViewOffset.fullHeight,
originalViewOffset.offsetX, originalViewOffset.offsetY,
originalViewOffset.width, originalViewOffset.height
);
} else if ( this.camera.clearViewOffset ) {
this.camera.clearViewOffset();
}
renderer.autoClear = autoClear;
renderer.setClearColor( this._oldClearColor, oldClearAlpha );
}
Classes¶
SSAARenderPass
¶
Class Code
class SSAARenderPass extends Pass {
/**
* Constructs a new SSAA render pass.
*
* @param {Scene} scene - The scene to render.
* @param {Camera} camera - The camera.
* @param {?(number|Color|string)} [clearColor=0x000000] - The clear color of the render pass.
* @param {?number} [clearAlpha=0] - The clear alpha of the render pass.
*/
constructor( scene, camera, clearColor = 0x000000, clearAlpha = 0 ) {
super();
/**
* The scene to render.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera.
*
* @type {Camera}
*/
this.camera = camera;
/**
* The sample level. Specified as n, where the number of
* samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
*
* @type {number}
* @default 4
*/
this.sampleLevel = 4;
/**
* Whether the pass should be unbiased or not. This property has the most
* visible effect when rendering to a RGBA8 buffer because it mitigates
* rounding errors. By default RGBA16F is used.
*
* @type {boolean}
* @default true
*/
this.unbiased = true;
/**
* Whether to use a stencil buffer or not. This property can't
* be changed after the first render.
*
* @type {boolean}
* @default false
*/
this.stencilBuffer = false;
/**
* The clear color of the render pass.
*
* @type {?(number|Color|string)}
* @default 0x000000
*/
this.clearColor = clearColor;
/**
* The clear alpha of the render pass.
*
* @type {?number}
* @default 0
*/
this.clearAlpha = clearAlpha;
// internals
this._sampleRenderTarget = null;
this._oldClearColor = new Color();
this._copyUniforms = UniformsUtils.clone( CopyShader.uniforms );
this._copyMaterial = new ShaderMaterial( {
uniforms: this._copyUniforms,
vertexShader: CopyShader.vertexShader,
fragmentShader: CopyShader.fragmentShader,
transparent: true,
depthTest: false,
depthWrite: false,
premultipliedAlpha: true,
blending: AdditiveBlending
} );
this._fsQuad = new FullScreenQuad( this._copyMaterial );
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
if ( this._sampleRenderTarget ) {
this._sampleRenderTarget.dispose();
this._sampleRenderTarget = null;
}
this._copyMaterial.dispose();
this._fsQuad.dispose();
}
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
setSize( width, height ) {
if ( this._sampleRenderTarget ) this._sampleRenderTarget.setSize( width, height );
}
/**
* Performs the SSAA render pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
if ( ! this._sampleRenderTarget ) {
this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType, stencilBuffer: this.stencilBuffer } );
this._sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
}
const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
const autoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.getClearColor( this._oldClearColor );
const oldClearAlpha = renderer.getClearAlpha();
const baseSampleWeight = 1.0 / jitterOffsets.length;
const roundingRange = 1 / 32;
this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture;
const viewOffset = {
fullWidth: readBuffer.width,
fullHeight: readBuffer.height,
offsetX: 0,
offsetY: 0,
width: readBuffer.width,
height: readBuffer.height
};
const originalViewOffset = Object.assign( {}, this.camera.view );
if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
for ( let i = 0; i < jitterOffsets.length; i ++ ) {
const jitterOffset = jitterOffsets[ i ];
if ( this.camera.setViewOffset ) {
this.camera.setViewOffset(
viewOffset.fullWidth, viewOffset.fullHeight,
viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
viewOffset.width, viewOffset.height
);
}
let sampleWeight = baseSampleWeight;
if ( this.unbiased ) {
// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
// The following equation varies the sampleWeight per sample so that it is uniformly distributed
// across a range of values whose rounding errors cancel each other out.
const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
sampleWeight += roundingRange * uniformCenteredDistribution;
}
this._copyUniforms[ 'opacity' ].value = sampleWeight;
renderer.setClearColor( this.clearColor, this.clearAlpha );
renderer.setRenderTarget( this._sampleRenderTarget );
renderer.clear();
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
if ( i === 0 ) {
renderer.setClearColor( 0x000000, 0.0 );
renderer.clear();
}
this._fsQuad.render( renderer );
}
if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
this.camera.setViewOffset(
originalViewOffset.fullWidth, originalViewOffset.fullHeight,
originalViewOffset.offsetX, originalViewOffset.offsetY,
originalViewOffset.width, originalViewOffset.height
);
} else if ( this.camera.clearViewOffset ) {
this.camera.clearViewOffset();
}
renderer.autoClear = autoClear;
renderer.setClearColor( this._oldClearColor, oldClearAlpha );
}
}
Methods¶
dispose(): void
¶
Code
setSize(width: number, height: number): void
¶
Code
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
Code
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
if ( ! this._sampleRenderTarget ) {
this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType, stencilBuffer: this.stencilBuffer } );
this._sampleRenderTarget.texture.name = 'SSAARenderPass.sample';
}
const jitterOffsets = _JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
const autoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.getClearColor( this._oldClearColor );
const oldClearAlpha = renderer.getClearAlpha();
const baseSampleWeight = 1.0 / jitterOffsets.length;
const roundingRange = 1 / 32;
this._copyUniforms[ 'tDiffuse' ].value = this._sampleRenderTarget.texture;
const viewOffset = {
fullWidth: readBuffer.width,
fullHeight: readBuffer.height,
offsetX: 0,
offsetY: 0,
width: readBuffer.width,
height: readBuffer.height
};
const originalViewOffset = Object.assign( {}, this.camera.view );
if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
for ( let i = 0; i < jitterOffsets.length; i ++ ) {
const jitterOffset = jitterOffsets[ i ];
if ( this.camera.setViewOffset ) {
this.camera.setViewOffset(
viewOffset.fullWidth, viewOffset.fullHeight,
viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
viewOffset.width, viewOffset.height
);
}
let sampleWeight = baseSampleWeight;
if ( this.unbiased ) {
// the theory is that equal weights for each sample lead to an accumulation of rounding errors.
// The following equation varies the sampleWeight per sample so that it is uniformly distributed
// across a range of values whose rounding errors cancel each other out.
const uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length );
sampleWeight += roundingRange * uniformCenteredDistribution;
}
this._copyUniforms[ 'opacity' ].value = sampleWeight;
renderer.setClearColor( this.clearColor, this.clearAlpha );
renderer.setRenderTarget( this._sampleRenderTarget );
renderer.clear();
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( this.renderToScreen ? null : writeBuffer );
if ( i === 0 ) {
renderer.setClearColor( 0x000000, 0.0 );
renderer.clear();
}
this._fsQuad.render( renderer );
}
if ( this.camera.setViewOffset && originalViewOffset.enabled ) {
this.camera.setViewOffset(
originalViewOffset.fullWidth, originalViewOffset.fullHeight,
originalViewOffset.offsetX, originalViewOffset.offsetY,
originalViewOffset.width, originalViewOffset.height
);
} else if ( this.camera.clearViewOffset ) {
this.camera.clearViewOffset();
}
renderer.autoClear = autoClear;
renderer.setClearColor( this._oldClearColor, oldClearAlpha );
}