📄 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
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 );
}