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📄 TAARenderPass.js

📊 Analysis Summary

Metric Count
🔧 Functions 2
🧱 Classes 1
📦 Imports 3
📊 Variables & Constants 7

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/postprocessing/TAARenderPass.js

📦 Imports

Name Source
HalfFloatType three
WebGLRenderTarget three
SSAARenderPass ./SSAARenderPass.js

Variables & Constants

Name Type Kind Value Exported
jitterOffsets number[][] let/var _JitterVectors[ 5 ]
autoClear any let/var renderer.autoClear
sampleWeight number let/var 1.0 / ( jitterOffsets.length )
j number let/var this.accumulateIndex
jitterOffset number[] let/var jitterOffsets[ j ]
accumulationWeight number let/var this.accumulateIndex * sampleWeight
_JitterVectors number[][][] let/var [ [ [ 0, 0 ] ], [ [ 4, 4 ], [ - 4, - 4 ] ], [ [ - 2, - 6 ], [ 6, - 2 ], [ - 6...

Functions

TAARenderPass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number): void

JSDoc:

/**
     * Performs the TAA 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
  • deltaTime number

Returns: void

Calls:

  • super.render
  • renderer.getClearColor
  • renderer.getClearAlpha
  • Math.pow
  • this.camera.setViewOffset
  • renderer.setRenderTarget
  • renderer.setClearColor
  • 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. (x2)

Code
render( renderer, writeBuffer, readBuffer, deltaTime/*, maskActive*/ ) {

        if ( this.accumulate === false ) {

            super.render( renderer, writeBuffer, readBuffer, deltaTime );

            this.accumulateIndex = - 1;
            return;

        }

        const jitterOffsets = _JitterVectors[ 5 ];

        if ( this._sampleRenderTarget === null ) {

            this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
            this._sampleRenderTarget.texture.name = 'TAARenderPass.sample';

        }

        if ( this._holdRenderTarget === null ) {

            this._holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
            this._holdRenderTarget.texture.name = 'TAARenderPass.hold';

        }

        if ( this.accumulateIndex === - 1 ) {

            super.render( renderer, this._holdRenderTarget, readBuffer, deltaTime );

            this.accumulateIndex = 0;

        }

        const autoClear = renderer.autoClear;
        renderer.autoClear = false;

        renderer.getClearColor( this._oldClearColor );
        const oldClearAlpha = renderer.getClearAlpha();

        const 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.
            const numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
            for ( let i = 0; i < numSamplesPerFrame; i ++ ) {

                const j = this.accumulateIndex;
                const 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.setClearColor( this.clearColor, this.clearAlpha );
                renderer.clear();
                renderer.render( this.scene, this.camera );

                renderer.setRenderTarget( this._sampleRenderTarget );
                if ( this.accumulateIndex === 0 ) {

                    renderer.setClearColor( 0x000000, 0.0 );
                    renderer.clear();

                }

                this._fsQuad.render( renderer );

                this.accumulateIndex ++;

                if ( this.accumulateIndex >= jitterOffsets.length ) break;

            }

            if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();

        }

        renderer.setClearColor( this.clearColor, this.clearAlpha );
        const 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 );
            this._fsQuad.render( renderer );

        }

        renderer.autoClear = autoClear;
        renderer.setClearColor( this._oldClearColor, oldClearAlpha );

    }

TAARenderPass.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:

  • super.dispose
  • this._holdRenderTarget.dispose
Code
dispose() {

        super.dispose();

        if ( this._holdRenderTarget ) this._holdRenderTarget.dispose();

    }

Classes

TAARenderPass

Class Code
class TAARenderPass extends SSAARenderPass {

    /**
     * Constructs a new TAA 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, clearAlpha ) {

        super( scene, camera, clearColor, clearAlpha );

        /**
         * Overwritten and set to 0 by default.
         *
         * @type {number}
         * @default 0
         */
        this.sampleLevel = 0;

        /**
         * Whether to accumulate frames or not. This enables
         * the TAA.
         *
         * @type {boolean}
         * @default false
         */
        this.accumulate = false;

        /**
         * The accumulation index.
         *
         * @type {number}
         * @default -1
         */
        this.accumulateIndex = - 1;

        // internals

        this._sampleRenderTarget = null;
        this._holdRenderTarget = null;

    }

    /**
     * Performs the TAA 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.accumulate === false ) {

            super.render( renderer, writeBuffer, readBuffer, deltaTime );

            this.accumulateIndex = - 1;
            return;

        }

        const jitterOffsets = _JitterVectors[ 5 ];

        if ( this._sampleRenderTarget === null ) {

            this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
            this._sampleRenderTarget.texture.name = 'TAARenderPass.sample';

        }

        if ( this._holdRenderTarget === null ) {

            this._holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
            this._holdRenderTarget.texture.name = 'TAARenderPass.hold';

        }

        if ( this.accumulateIndex === - 1 ) {

            super.render( renderer, this._holdRenderTarget, readBuffer, deltaTime );

            this.accumulateIndex = 0;

        }

        const autoClear = renderer.autoClear;
        renderer.autoClear = false;

        renderer.getClearColor( this._oldClearColor );
        const oldClearAlpha = renderer.getClearAlpha();

        const 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.
            const numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
            for ( let i = 0; i < numSamplesPerFrame; i ++ ) {

                const j = this.accumulateIndex;
                const 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.setClearColor( this.clearColor, this.clearAlpha );
                renderer.clear();
                renderer.render( this.scene, this.camera );

                renderer.setRenderTarget( this._sampleRenderTarget );
                if ( this.accumulateIndex === 0 ) {

                    renderer.setClearColor( 0x000000, 0.0 );
                    renderer.clear();

                }

                this._fsQuad.render( renderer );

                this.accumulateIndex ++;

                if ( this.accumulateIndex >= jitterOffsets.length ) break;

            }

            if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();

        }

        renderer.setClearColor( this.clearColor, this.clearAlpha );
        const 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 );
            this._fsQuad.render( renderer );

        }

        renderer.autoClear = autoClear;
        renderer.setClearColor( this._oldClearColor, oldClearAlpha );

    }

    /**
     * Frees the GPU-related resources allocated by this instance. Call this
     * method whenever the pass is no longer used in your app.
     */
    dispose() {

        super.dispose();

        if ( this._holdRenderTarget ) this._holdRenderTarget.dispose();

    }

}

Methods

render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number): void
Code
render( renderer, writeBuffer, readBuffer, deltaTime/*, maskActive*/ ) {

        if ( this.accumulate === false ) {

            super.render( renderer, writeBuffer, readBuffer, deltaTime );

            this.accumulateIndex = - 1;
            return;

        }

        const jitterOffsets = _JitterVectors[ 5 ];

        if ( this._sampleRenderTarget === null ) {

            this._sampleRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
            this._sampleRenderTarget.texture.name = 'TAARenderPass.sample';

        }

        if ( this._holdRenderTarget === null ) {

            this._holdRenderTarget = new WebGLRenderTarget( readBuffer.width, readBuffer.height, { type: HalfFloatType } );
            this._holdRenderTarget.texture.name = 'TAARenderPass.hold';

        }

        if ( this.accumulateIndex === - 1 ) {

            super.render( renderer, this._holdRenderTarget, readBuffer, deltaTime );

            this.accumulateIndex = 0;

        }

        const autoClear = renderer.autoClear;
        renderer.autoClear = false;

        renderer.getClearColor( this._oldClearColor );
        const oldClearAlpha = renderer.getClearAlpha();

        const 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.
            const numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
            for ( let i = 0; i < numSamplesPerFrame; i ++ ) {

                const j = this.accumulateIndex;
                const 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.setClearColor( this.clearColor, this.clearAlpha );
                renderer.clear();
                renderer.render( this.scene, this.camera );

                renderer.setRenderTarget( this._sampleRenderTarget );
                if ( this.accumulateIndex === 0 ) {

                    renderer.setClearColor( 0x000000, 0.0 );
                    renderer.clear();

                }

                this._fsQuad.render( renderer );

                this.accumulateIndex ++;

                if ( this.accumulateIndex >= jitterOffsets.length ) break;

            }

            if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();

        }

        renderer.setClearColor( this.clearColor, this.clearAlpha );
        const 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 );
            this._fsQuad.render( renderer );

        }

        renderer.autoClear = autoClear;
        renderer.setClearColor( this._oldClearColor, oldClearAlpha );

    }
dispose(): void
Code
dispose() {

        super.dispose();

        if ( this._holdRenderTarget ) this._holdRenderTarget.dispose();

    }