📄 TRAANode.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 8 |
🧱 Classes | 1 |
📦 Imports | 28 |
📊 Variables & Constants | 14 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/tsl/display/TRAANode.js
📦 Imports¶
Name | Source |
---|---|
HalfFloatType |
three/webgpu |
Vector2 |
three/webgpu |
RenderTarget |
three/webgpu |
RendererUtils |
three/webgpu |
QuadMesh |
three/webgpu |
NodeMaterial |
three/webgpu |
TempNode |
three/webgpu |
NodeUpdateType |
three/webgpu |
Matrix4 |
three/webgpu |
add |
three/tsl |
float |
three/tsl |
If |
three/tsl |
Loop |
three/tsl |
int |
three/tsl |
Fn |
three/tsl |
min |
three/tsl |
max |
three/tsl |
clamp |
three/tsl |
nodeObject |
three/tsl |
texture |
three/tsl |
uniform |
three/tsl |
uv |
three/tsl |
vec2 |
three/tsl |
vec4 |
three/tsl |
luminance |
three/tsl |
convertToTexture |
three/tsl |
passTexture |
three/tsl |
velocity |
three/tsl |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_quadMesh |
any |
let/var | new QuadMesh() |
✗ |
_size |
any |
let/var | new Vector2() |
✗ |
_rendererState |
any |
let/var | *not shown* |
✗ |
viewOffset |
{ fullWidth: number; fullHeight: numb... |
let/var | { fullWidth: width, fullHeight: height, offsetX: 0, offsetY: 0, width: width,... |
✗ |
jitterOffset |
number[] |
let/var | _JitterVectors[ this._jitterIndex ] |
✗ |
beautyRenderTarget |
any |
let/var | ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNod... |
✗ |
width |
any |
let/var | beautyRenderTarget.texture.width |
✗ |
height |
any |
let/var | beautyRenderTarget.texture.height |
✗ |
needsRestart |
boolean |
let/var | this._historyRenderTarget.width !== width \|\| this._historyRenderTarget.heig... |
✗ |
postProcessing |
any |
let/var | builder.context.postProcessing |
✗ |
sampleTexture |
TextureNode |
let/var | this.beautyNode |
✗ |
depthTexture |
TextureNode |
let/var | this.depthNode |
✗ |
velocityTexture |
TextureNode |
let/var | this.velocityNode |
✗ |
_JitterVectors |
number[][] |
let/var | [ [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ], [ - 1, - 4 ], [ - 2... |
✗ |
Functions¶
TRAANode.getTextureNode(): PassTextureNode
¶
JSDoc:
/**
* Returns the result of the effect as a texture node.
*
* @return {PassTextureNode} A texture node that represents the result of the effect.
*/
Returns: PassTextureNode
TRAANode.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the effect.
*
* @param {number} width - The width of the effect.
* @param {number} height - The height of the effect.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
this._historyRenderTarget.setSize
this._resolveRenderTarget.setSize
this._invSize.value.set
Code
TRAANode.setViewOffset(width: number, height: number): void
¶
JSDoc:
/**
* Defines the TRAA's current jitter as a view offset
* to the scene's camera.
*
* @param {number} width - The width of the effect.
* @param {number} height - The height of the effect.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
this.camera.updateProjectionMatrix
this._originalProjectionMatrix.copy
velocity.setProjectionMatrix
this.camera.setViewOffset
Internal Comments:
Code
setViewOffset( width, height ) {
// save original/unjittered projection matrix for velocity pass
this.camera.updateProjectionMatrix();
this._originalProjectionMatrix.copy( this.camera.projectionMatrix );
velocity.setProjectionMatrix( this._originalProjectionMatrix );
//
const viewOffset = {
fullWidth: width,
fullHeight: height,
offsetX: 0,
offsetY: 0,
width: width,
height: height
};
const jitterOffset = _JitterVectors[ this._jitterIndex ];
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
);
}
TRAANode.clearViewOffset(): void
¶
JSDoc:
Returns: void
Calls:
this.camera.clearViewOffset
velocity.setProjectionMatrix
Internal Comments:
Code
TRAANode.updateBefore(frame: NodeFrame): void
¶
JSDoc:
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
Parameters:
frame
NodeFrame
Returns: void
Calls:
this.setViewOffset
RendererUtils.resetRendererState
this.setSize
renderer.setRenderTarget
renderer.clear
renderer.copyTextureToTexture
_quadMesh.render
RendererUtils.restoreRendererState
Internal Comments:
// keep the TRAA in sync with the dimensions of the beauty node (x2)
// (x3)
// every time when the dimensions change we need fresh history data
// bind and clear render target to make sure they are initialized after the resize which triggers a dispose() (x4)
// make sure to reset the history with the contents of the beauty buffer otherwise subsequent frames after the (x4)
// resize will fade from a darker color to the correct one because the history was cleared with black. (x4)
// resolve (x4)
// update history (x4)
// restore (x4)
Code
updateBefore( frame ) {
const { renderer } = frame;
// keep the TRAA in sync with the dimensions of the beauty node
const beautyRenderTarget = ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNode.passNode.renderTarget;
const width = beautyRenderTarget.texture.width;
const height = beautyRenderTarget.texture.height;
//
if ( this._needsPostProcessingSync === true ) {
this.setViewOffset( width, height );
this._needsPostProcessingSync = false;
}
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
//
const needsRestart = this._historyRenderTarget.width !== width || this._historyRenderTarget.height !== height;
this.setSize( width, height );
// every time when the dimensions change we need fresh history data
if ( needsRestart === true ) {
// bind and clear render target to make sure they are initialized after the resize which triggers a dispose()
renderer.setRenderTarget( this._historyRenderTarget );
renderer.clear();
renderer.setRenderTarget( this._resolveRenderTarget );
renderer.clear();
// make sure to reset the history with the contents of the beauty buffer otherwise subsequent frames after the
// resize will fade from a darker color to the correct one because the history was cleared with black.
renderer.copyTextureToTexture( beautyRenderTarget.texture, this._historyRenderTarget.texture );
}
// resolve
renderer.setRenderTarget( this._resolveRenderTarget );
_quadMesh.material = this._resolveMaterial;
_quadMesh.render( renderer );
renderer.setRenderTarget( null );
// update history
renderer.copyTextureToTexture( this._resolveRenderTarget.texture, this._historyRenderTarget.texture );
// restore
RendererUtils.restoreRendererState( renderer, _rendererState );
}
TRAANode.setup(builder: NodeBuilder): PassTextureNode
¶
JSDoc:
/**
* This method is used to setup the effect's render targets and TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {PassTextureNode}
*/
Parameters:
builder
NodeBuilder
Returns: PassTextureNode
Calls:
builder.renderer.getDrawingBufferSize
this.setViewOffset
this.clearViewOffset
texture (from three/tsl)
Fn (from three/tsl)
uv (from three/tsl)
vec4( 10000 ).toVar
vec4( - 10000 ).toVar
float( 1 ).toVar
vec2( 0 ).toVar
Loop (from three/tsl)
int (from three/tsl)
uvNode.add( vec2( float( x ), float( y ) ).mul( this._invSize ) ).toVar
max( vec4( 0 ), sampleTexture.sample( uvNeighbor ) ).toVar
minColor.assign
min (from three/tsl)
maxColor.assign
max (from three/tsl)
depthTexture.sample( uvNeighbor ).r.toVar
If (from three/tsl)
currentDepth.lessThan
closestDepth.assign
closestDepthPixelPosition.assign
velocityTexture.sample( closestDepthPixelPosition ).xy.mul
vec2 (from three/tsl)
sampleTexture.sample
historyTexture.sample
uvNode.sub
clamp (from three/tsl)
float( 0.05 ).toVar
currentWeight.oneMinus().toVar
currentColor.mul
float( 1 ).div
max( currentColor.r, currentColor.g, currentColor.b ).add
clampedHistoryColor.mul
max( clampedHistoryColor.r, clampedHistoryColor.g, clampedHistoryColor.b ).add
luminance (from three/tsl)
currentWeight.mulAssign
float( 1.0 ).div
luminanceCurrent.add
historyWeight.mulAssign
luminanceHistory.add
add( currentColor.mul( currentWeight ), clampedHistoryColor.mul( historyWeight ) ).div
currentWeight.add
resolve
Internal Comments:
// sample a 3x3 neighborhood to create a box in color space (x3)
// clamping the history color with the resulting min/max colors mitigates ghosting (x3)
// find the sample position of the closest depth in the neighborhood (used for velocity) (x3)
// sampling/reprojection (x2)
// clamping (x2)
// flicker reduction based on luminance weighing (x2)
// materials (x5)
Code
setup( builder ) {
const postProcessing = builder.context.postProcessing;
if ( postProcessing ) {
this._needsPostProcessingSync = true;
postProcessing.context.onBeforePostProcessing = () => {
const size = builder.renderer.getDrawingBufferSize( _size );
this.setViewOffset( size.width, size.height );
};
postProcessing.context.onAfterPostProcessing = () => {
this.clearViewOffset();
};
}
const historyTexture = texture( this._historyRenderTarget.texture );
const sampleTexture = this.beautyNode;
const depthTexture = this.depthNode;
const velocityTexture = this.velocityNode;
const resolve = Fn( () => {
const uvNode = uv();
const minColor = vec4( 10000 ).toVar();
const maxColor = vec4( - 10000 ).toVar();
const closestDepth = float( 1 ).toVar();
const closestDepthPixelPosition = vec2( 0 ).toVar();
// sample a 3x3 neighborhood to create a box in color space
// clamping the history color with the resulting min/max colors mitigates ghosting
Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'x' }, ( { x } ) => {
Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'y' }, ( { y } ) => {
const uvNeighbor = uvNode.add( vec2( float( x ), float( y ) ).mul( this._invSize ) ).toVar();
const colorNeighbor = max( vec4( 0 ), sampleTexture.sample( uvNeighbor ) ).toVar(); // use max() to avoid propagate garbage values
minColor.assign( min( minColor, colorNeighbor ) );
maxColor.assign( max( maxColor, colorNeighbor ) );
const currentDepth = depthTexture.sample( uvNeighbor ).r.toVar();
// find the sample position of the closest depth in the neighborhood (used for velocity)
If( currentDepth.lessThan( closestDepth ), () => {
closestDepth.assign( currentDepth );
closestDepthPixelPosition.assign( uvNeighbor );
} );
} );
} );
// sampling/reprojection
const offset = velocityTexture.sample( closestDepthPixelPosition ).xy.mul( vec2( 0.5, - 0.5 ) ); // NDC to uv offset
const currentColor = sampleTexture.sample( uvNode );
const historyColor = historyTexture.sample( uvNode.sub( offset ) );
// clamping
const clampedHistoryColor = clamp( historyColor, minColor, maxColor );
// flicker reduction based on luminance weighing
const currentWeight = float( 0.05 ).toVar();
const historyWeight = currentWeight.oneMinus().toVar();
const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( currentColor.r, currentColor.g, currentColor.b ).add( 1.0 ) ) ) );
const compressedHistory = clampedHistoryColor.mul( float( 1 ).div( ( max( clampedHistoryColor.r, clampedHistoryColor.g, clampedHistoryColor.b ).add( 1.0 ) ) ) );
const luminanceCurrent = luminance( compressedCurrent.rgb );
const luminanceHistory = luminance( compressedHistory.rgb );
currentWeight.mulAssign( float( 1.0 ).div( luminanceCurrent.add( 1 ) ) );
historyWeight.mulAssign( float( 1.0 ).div( luminanceHistory.add( 1 ) ) );
return add( currentColor.mul( currentWeight ), clampedHistoryColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) );
} );
// materials
this._resolveMaterial.colorNode = resolve();
return this._textureNode;
}
TRAANode.dispose(): void
¶
JSDoc:
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
Returns: void
Calls:
this._historyRenderTarget.dispose
this._resolveRenderTarget.dispose
this._resolveMaterial.dispose
Code
traa(beautyNode: TextureNode, depthNode: TextureNode, velocityNode: TextureNode, camera: Camera): TRAANode
¶
Parameters:
beautyNode
TextureNode
depthNode
TextureNode
velocityNode
TextureNode
camera
Camera
Returns: TRAANode
Calls:
nodeObject (from three/tsl)
Code
Classes¶
TRAANode
¶
Class Code
class TRAANode extends TempNode {
static get type() {
return 'TRAANode';
}
/**
* Constructs a new TRAA node.
*
* @param {TextureNode} beautyNode - The texture node that represents the input of the effect.
* @param {TextureNode} depthNode - A node that represents the scene's depth.
* @param {TextureNode} velocityNode - A node that represents the scene's velocity.
* @param {Camera} camera - The camera the scene is rendered with.
*/
constructor( beautyNode, depthNode, velocityNode, camera ) {
super( 'vec4' );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isTRAANode = true;
/**
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node renders
* its effect once per frame in `updateBefore()`.
*
* @type {string}
* @default 'frame'
*/
this.updateBeforeType = NodeUpdateType.FRAME;
/**
* The texture node that represents the input of the effect.
*
* @type {TextureNode}
*/
this.beautyNode = beautyNode;
/**
* A node that represents the scene's velocity.
*
* @type {TextureNode}
*/
this.depthNode = depthNode;
/**
* A node that represents the scene's velocity.
*
* @type {TextureNode}
*/
this.velocityNode = velocityNode;
/**
* The camera the scene is rendered with.
*
* @type {TextureNode}
*/
this.camera = camera;
/**
* The jitter index selects the current camera offset value.
*
* @private
* @type {number}
* @default 0
*/
this._jitterIndex = 0;
/**
* A uniform node holding the inverse resolution value.
*
* @private
* @type {UniformNode<vec2>}
*/
this._invSize = uniform( new Vector2() );
/**
* The render target that represents the history of frame data.
*
* @private
* @type {?RenderTarget}
*/
this._historyRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._historyRenderTarget.texture.name = 'TRAANode.history';
/**
* The render target for the resolve.
*
* @private
* @type {?RenderTarget}
*/
this._resolveRenderTarget = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._resolveRenderTarget.texture.name = 'TRAANode.resolve';
/**
* Material used for the resolve step.
*
* @private
* @type {NodeMaterial}
*/
this._resolveMaterial = new NodeMaterial();
this._resolveMaterial.name = 'TRAA.resolve';
/**
* The result of the effect is represented as a separate texture node.
*
* @private
* @type {PassTextureNode}
*/
this._textureNode = passTexture( this, this._resolveRenderTarget.texture );
/**
* Used to save the original/unjittered projection matrix.
*
* @private
* @type {Matrix4}
*/
this._originalProjectionMatrix = new Matrix4();
/**
* Sync the post processing stack with the TRAA node.
* @private
* @type {boolean}
*/
this._needsPostProcessingSync = false;
}
/**
* Returns the result of the effect as a texture node.
*
* @return {PassTextureNode} A texture node that represents the result of the effect.
*/
getTextureNode() {
return this._textureNode;
}
/**
* Sets the size of the effect.
*
* @param {number} width - The width of the effect.
* @param {number} height - The height of the effect.
*/
setSize( width, height ) {
this._historyRenderTarget.setSize( width, height );
this._resolveRenderTarget.setSize( width, height );
this._invSize.value.set( 1 / width, 1 / height );
}
/**
* Defines the TRAA's current jitter as a view offset
* to the scene's camera.
*
* @param {number} width - The width of the effect.
* @param {number} height - The height of the effect.
*/
setViewOffset( width, height ) {
// save original/unjittered projection matrix for velocity pass
this.camera.updateProjectionMatrix();
this._originalProjectionMatrix.copy( this.camera.projectionMatrix );
velocity.setProjectionMatrix( this._originalProjectionMatrix );
//
const viewOffset = {
fullWidth: width,
fullHeight: height,
offsetX: 0,
offsetY: 0,
width: width,
height: height
};
const jitterOffset = _JitterVectors[ this._jitterIndex ];
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
);
}
/**
* Clears the view offset from the scene's camera.
*/
clearViewOffset() {
this.camera.clearViewOffset();
velocity.setProjectionMatrix( null );
// update jitter index
this._jitterIndex ++;
this._jitterIndex = this._jitterIndex % ( _JitterVectors.length - 1 );
}
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
updateBefore( frame ) {
const { renderer } = frame;
// keep the TRAA in sync with the dimensions of the beauty node
const beautyRenderTarget = ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNode.passNode.renderTarget;
const width = beautyRenderTarget.texture.width;
const height = beautyRenderTarget.texture.height;
//
if ( this._needsPostProcessingSync === true ) {
this.setViewOffset( width, height );
this._needsPostProcessingSync = false;
}
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
//
const needsRestart = this._historyRenderTarget.width !== width || this._historyRenderTarget.height !== height;
this.setSize( width, height );
// every time when the dimensions change we need fresh history data
if ( needsRestart === true ) {
// bind and clear render target to make sure they are initialized after the resize which triggers a dispose()
renderer.setRenderTarget( this._historyRenderTarget );
renderer.clear();
renderer.setRenderTarget( this._resolveRenderTarget );
renderer.clear();
// make sure to reset the history with the contents of the beauty buffer otherwise subsequent frames after the
// resize will fade from a darker color to the correct one because the history was cleared with black.
renderer.copyTextureToTexture( beautyRenderTarget.texture, this._historyRenderTarget.texture );
}
// resolve
renderer.setRenderTarget( this._resolveRenderTarget );
_quadMesh.material = this._resolveMaterial;
_quadMesh.render( renderer );
renderer.setRenderTarget( null );
// update history
renderer.copyTextureToTexture( this._resolveRenderTarget.texture, this._historyRenderTarget.texture );
// restore
RendererUtils.restoreRendererState( renderer, _rendererState );
}
/**
* This method is used to setup the effect's render targets and TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {PassTextureNode}
*/
setup( builder ) {
const postProcessing = builder.context.postProcessing;
if ( postProcessing ) {
this._needsPostProcessingSync = true;
postProcessing.context.onBeforePostProcessing = () => {
const size = builder.renderer.getDrawingBufferSize( _size );
this.setViewOffset( size.width, size.height );
};
postProcessing.context.onAfterPostProcessing = () => {
this.clearViewOffset();
};
}
const historyTexture = texture( this._historyRenderTarget.texture );
const sampleTexture = this.beautyNode;
const depthTexture = this.depthNode;
const velocityTexture = this.velocityNode;
const resolve = Fn( () => {
const uvNode = uv();
const minColor = vec4( 10000 ).toVar();
const maxColor = vec4( - 10000 ).toVar();
const closestDepth = float( 1 ).toVar();
const closestDepthPixelPosition = vec2( 0 ).toVar();
// sample a 3x3 neighborhood to create a box in color space
// clamping the history color with the resulting min/max colors mitigates ghosting
Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'x' }, ( { x } ) => {
Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'y' }, ( { y } ) => {
const uvNeighbor = uvNode.add( vec2( float( x ), float( y ) ).mul( this._invSize ) ).toVar();
const colorNeighbor = max( vec4( 0 ), sampleTexture.sample( uvNeighbor ) ).toVar(); // use max() to avoid propagate garbage values
minColor.assign( min( minColor, colorNeighbor ) );
maxColor.assign( max( maxColor, colorNeighbor ) );
const currentDepth = depthTexture.sample( uvNeighbor ).r.toVar();
// find the sample position of the closest depth in the neighborhood (used for velocity)
If( currentDepth.lessThan( closestDepth ), () => {
closestDepth.assign( currentDepth );
closestDepthPixelPosition.assign( uvNeighbor );
} );
} );
} );
// sampling/reprojection
const offset = velocityTexture.sample( closestDepthPixelPosition ).xy.mul( vec2( 0.5, - 0.5 ) ); // NDC to uv offset
const currentColor = sampleTexture.sample( uvNode );
const historyColor = historyTexture.sample( uvNode.sub( offset ) );
// clamping
const clampedHistoryColor = clamp( historyColor, minColor, maxColor );
// flicker reduction based on luminance weighing
const currentWeight = float( 0.05 ).toVar();
const historyWeight = currentWeight.oneMinus().toVar();
const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( currentColor.r, currentColor.g, currentColor.b ).add( 1.0 ) ) ) );
const compressedHistory = clampedHistoryColor.mul( float( 1 ).div( ( max( clampedHistoryColor.r, clampedHistoryColor.g, clampedHistoryColor.b ).add( 1.0 ) ) ) );
const luminanceCurrent = luminance( compressedCurrent.rgb );
const luminanceHistory = luminance( compressedHistory.rgb );
currentWeight.mulAssign( float( 1.0 ).div( luminanceCurrent.add( 1 ) ) );
historyWeight.mulAssign( float( 1.0 ).div( luminanceHistory.add( 1 ) ) );
return add( currentColor.mul( currentWeight ), clampedHistoryColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) );
} );
// materials
this._resolveMaterial.colorNode = resolve();
return this._textureNode;
}
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
dispose() {
this._historyRenderTarget.dispose();
this._resolveRenderTarget.dispose();
this._resolveMaterial.dispose();
}
}
Methods¶
getTextureNode(): PassTextureNode
¶
setSize(width: number, height: number): void
¶
Code
setViewOffset(width: number, height: number): void
¶
Code
setViewOffset( width, height ) {
// save original/unjittered projection matrix for velocity pass
this.camera.updateProjectionMatrix();
this._originalProjectionMatrix.copy( this.camera.projectionMatrix );
velocity.setProjectionMatrix( this._originalProjectionMatrix );
//
const viewOffset = {
fullWidth: width,
fullHeight: height,
offsetX: 0,
offsetY: 0,
width: width,
height: height
};
const jitterOffset = _JitterVectors[ this._jitterIndex ];
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
);
}
clearViewOffset(): void
¶
Code
updateBefore(frame: NodeFrame): void
¶
Code
updateBefore( frame ) {
const { renderer } = frame;
// keep the TRAA in sync with the dimensions of the beauty node
const beautyRenderTarget = ( this.beautyNode.isRTTNode ) ? this.beautyNode.renderTarget : this.beautyNode.passNode.renderTarget;
const width = beautyRenderTarget.texture.width;
const height = beautyRenderTarget.texture.height;
//
if ( this._needsPostProcessingSync === true ) {
this.setViewOffset( width, height );
this._needsPostProcessingSync = false;
}
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
//
const needsRestart = this._historyRenderTarget.width !== width || this._historyRenderTarget.height !== height;
this.setSize( width, height );
// every time when the dimensions change we need fresh history data
if ( needsRestart === true ) {
// bind and clear render target to make sure they are initialized after the resize which triggers a dispose()
renderer.setRenderTarget( this._historyRenderTarget );
renderer.clear();
renderer.setRenderTarget( this._resolveRenderTarget );
renderer.clear();
// make sure to reset the history with the contents of the beauty buffer otherwise subsequent frames after the
// resize will fade from a darker color to the correct one because the history was cleared with black.
renderer.copyTextureToTexture( beautyRenderTarget.texture, this._historyRenderTarget.texture );
}
// resolve
renderer.setRenderTarget( this._resolveRenderTarget );
_quadMesh.material = this._resolveMaterial;
_quadMesh.render( renderer );
renderer.setRenderTarget( null );
// update history
renderer.copyTextureToTexture( this._resolveRenderTarget.texture, this._historyRenderTarget.texture );
// restore
RendererUtils.restoreRendererState( renderer, _rendererState );
}
setup(builder: NodeBuilder): PassTextureNode
¶
Code
setup( builder ) {
const postProcessing = builder.context.postProcessing;
if ( postProcessing ) {
this._needsPostProcessingSync = true;
postProcessing.context.onBeforePostProcessing = () => {
const size = builder.renderer.getDrawingBufferSize( _size );
this.setViewOffset( size.width, size.height );
};
postProcessing.context.onAfterPostProcessing = () => {
this.clearViewOffset();
};
}
const historyTexture = texture( this._historyRenderTarget.texture );
const sampleTexture = this.beautyNode;
const depthTexture = this.depthNode;
const velocityTexture = this.velocityNode;
const resolve = Fn( () => {
const uvNode = uv();
const minColor = vec4( 10000 ).toVar();
const maxColor = vec4( - 10000 ).toVar();
const closestDepth = float( 1 ).toVar();
const closestDepthPixelPosition = vec2( 0 ).toVar();
// sample a 3x3 neighborhood to create a box in color space
// clamping the history color with the resulting min/max colors mitigates ghosting
Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'x' }, ( { x } ) => {
Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'y' }, ( { y } ) => {
const uvNeighbor = uvNode.add( vec2( float( x ), float( y ) ).mul( this._invSize ) ).toVar();
const colorNeighbor = max( vec4( 0 ), sampleTexture.sample( uvNeighbor ) ).toVar(); // use max() to avoid propagate garbage values
minColor.assign( min( minColor, colorNeighbor ) );
maxColor.assign( max( maxColor, colorNeighbor ) );
const currentDepth = depthTexture.sample( uvNeighbor ).r.toVar();
// find the sample position of the closest depth in the neighborhood (used for velocity)
If( currentDepth.lessThan( closestDepth ), () => {
closestDepth.assign( currentDepth );
closestDepthPixelPosition.assign( uvNeighbor );
} );
} );
} );
// sampling/reprojection
const offset = velocityTexture.sample( closestDepthPixelPosition ).xy.mul( vec2( 0.5, - 0.5 ) ); // NDC to uv offset
const currentColor = sampleTexture.sample( uvNode );
const historyColor = historyTexture.sample( uvNode.sub( offset ) );
// clamping
const clampedHistoryColor = clamp( historyColor, minColor, maxColor );
// flicker reduction based on luminance weighing
const currentWeight = float( 0.05 ).toVar();
const historyWeight = currentWeight.oneMinus().toVar();
const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( currentColor.r, currentColor.g, currentColor.b ).add( 1.0 ) ) ) );
const compressedHistory = clampedHistoryColor.mul( float( 1 ).div( ( max( clampedHistoryColor.r, clampedHistoryColor.g, clampedHistoryColor.b ).add( 1.0 ) ) ) );
const luminanceCurrent = luminance( compressedCurrent.rgb );
const luminanceHistory = luminance( compressedHistory.rgb );
currentWeight.mulAssign( float( 1.0 ).div( luminanceCurrent.add( 1 ) ) );
historyWeight.mulAssign( float( 1.0 ).div( luminanceHistory.add( 1 ) ) );
return add( currentColor.mul( currentWeight ), clampedHistoryColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) );
} );
// materials
this._resolveMaterial.colorNode = resolve();
return this._textureNode;
}