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@@ -0,0 +1,347 @@
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+import { Color, Vector2, PostProcessingUtils, NearestFilter, Matrix4 } from 'three';
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+import { add, float, If, Loop, int, Fn, min, max, clamp, nodeObject, PassNode, QuadMesh, texture, NodeMaterial, uniform, uv, vec2, vec4, luminance } from 'three/tsl';
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+
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+const _quadMesh = /*@__PURE__*/ new QuadMesh();
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+const _size = /*@__PURE__*/ new Vector2();
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+
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+let _rendererState;
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+
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+/**
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+* Temporal Reprojection Anti-Aliasing (TRAA).
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+*
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+* References:
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+* https://alextardif.com/TAA.html
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+* https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/
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+*
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+*/
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+class TRAAPassNode extends PassNode {
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+
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+ static get type() {
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+
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+ return 'TRAAPassNode';
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+
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+ }
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+
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+ constructor( scene, camera ) {
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+
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+ super( PassNode.COLOR, scene, camera );
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+
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+ this.isTRAAPassNode = true;
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+
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+ this.clearColor = new Color( 0x000000 );
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+ this.clearAlpha = 0;
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+
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+ this._jitterIndex = 0;
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+ this._originalProjectionMatrix = new Matrix4();
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+
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+ // uniforms
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+
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+ this._invSize = uniform( new Vector2() );
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+
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+ // render targets
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+
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+ this._sampleRenderTarget = null;
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+ this._historyRenderTarget = null;
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+
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+ // materials
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+
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+ this._resolveMaterial = new NodeMaterial();
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+ this._resolveMaterial.name = 'TRAA.Resolve';
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+
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+ }
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+
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+ setSize( width, height ) {
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+
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+ super.setSize( width, height );
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+
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+ let needsRestart = false;
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+
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+ if ( this.renderTarget.width !== this._sampleRenderTarget.width || this.renderTarget.height !== this._sampleRenderTarget.height ) {
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+
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+ this._sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
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+ this._historyRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height );
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+
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+ this._invSize.value.set( 1 / this.renderTarget.width, 1 / this.renderTarget.height );
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+
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+ needsRestart = true;
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+
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+ }
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+
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+ return needsRestart;
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+
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+ }
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+
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+ updateBefore( frame ) {
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+
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+ const { renderer } = frame;
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+ const { scene, camera } = this;
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+
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+ _rendererState = PostProcessingUtils.resetRendererAndSceneState( renderer, scene, _rendererState );
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+
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+ //
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+
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+ this._pixelRatio = renderer.getPixelRatio();
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+ const size = renderer.getSize( _size );
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+
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+ const needsRestart = this.setSize( size.width, size.height, renderer );
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+
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+ //
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+
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+ this._cameraNear.value = camera.near;
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+ this._cameraFar.value = camera.far;
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+
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+ const viewOffset = {
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+
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+ fullWidth: this.renderTarget.width,
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+ fullHeight: this.renderTarget.height,
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+ offsetX: 0,
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+ offsetY: 0,
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+ width: this.renderTarget.width,
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+ height: this.renderTarget.height
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+
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+ };
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+
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+ const originalViewOffset = Object.assign( {}, camera.view );
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+
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+ if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset );
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+
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+ const jitterOffset = _JitterVectors[ this._jitterIndex ];
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+
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+ camera.updateProjectionMatrix();
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+ this._originalProjectionMatrix.copy( camera.projectionMatrix );
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+
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+ camera.setViewOffset(
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+
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+ viewOffset.fullWidth, viewOffset.fullHeight,
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+
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+ viewOffset.offsetX + jitterOffset[ 0 ] * 0.0625, viewOffset.offsetY + jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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+
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+ viewOffset.width, viewOffset.height
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+
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+ );
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+
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+ const mrt = this.getMRT();
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+ const velocityOutput = mrt.get( 'velocity' );
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+
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+ if ( velocityOutput !== undefined ) {
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+
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+ velocityOutput.setProjectionMatrix( this._originalProjectionMatrix );
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+
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+ } else {
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+
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+ throw new Error( 'THREE:TRAAPassNode: Missing velocity output in MRT configuration.' );
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+
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+ }
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+
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+ renderer.setMRT( mrt );
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+
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+ renderer.setClearColor( this.clearColor, this.clearAlpha );
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+ renderer.setRenderTarget( this._sampleRenderTarget );
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+ renderer.render( scene, camera );
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+
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+ renderer.setRenderTarget( null );
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+ renderer.setMRT( null );
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+
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+ // every time when the dimensions change we need fresh history data. Copy the sample
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+ // into the history and final render target (no AA happens at that point).
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+
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+ if ( needsRestart === true ) {
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+
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+ // bind and clear render target to make sure they are initialized after the resize which triggers a dispose()
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+
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+ renderer.setRenderTarget( this._historyRenderTarget );
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+ renderer.clear();
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+
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+ renderer.setRenderTarget( this.renderTarget );
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+ renderer.clear();
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+
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+ renderer.setRenderTarget( null );
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+
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+ renderer.copyTextureToTexture( this._sampleRenderTarget.texture, this._historyRenderTarget.texture );
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+ renderer.copyTextureToTexture( this._sampleRenderTarget.texture, this.renderTarget.texture );
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+
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+ } else {
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+
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+ // resolve
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+
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+ renderer.setRenderTarget( this.renderTarget );
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+ _quadMesh.material = this._resolveMaterial;
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+ _quadMesh.render( renderer );
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+ renderer.setRenderTarget( null );
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+
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+ // update history
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+
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+ renderer.copyTextureToTexture( this.renderTarget.texture, this._historyRenderTarget.texture );
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+
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+ }
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+
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+ // copy depth
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+
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+ renderer.copyTextureToTexture( this._sampleRenderTarget.depthTexture, this.renderTarget.depthTexture );
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+
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+ // update jitter index
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+
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+ this._jitterIndex ++;
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+ this._jitterIndex = this._jitterIndex % ( _JitterVectors.length - 1 );
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+
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+ // restore
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+
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+ if ( originalViewOffset.enabled ) {
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+
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+ camera.setViewOffset(
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+
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+ originalViewOffset.fullWidth, originalViewOffset.fullHeight,
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+
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+ originalViewOffset.offsetX, originalViewOffset.offsetY,
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+
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+ originalViewOffset.width, originalViewOffset.height
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+
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+ );
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+
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+ } else {
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+
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+ camera.clearViewOffset();
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+
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+ }
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+
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+ velocityOutput.setProjectionMatrix( null );
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+
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+ PostProcessingUtils.restoreRendererAndSceneState( renderer, scene, _rendererState );
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+
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+ }
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+
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+ setup( builder ) {
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+
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+ if ( this._sampleRenderTarget === null ) {
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+
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+ this._sampleRenderTarget = this.renderTarget.clone();
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+ this._historyRenderTarget = this.renderTarget.clone();
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+
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+ this._sampleRenderTarget.texture.minFiler = NearestFilter;
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+ this._sampleRenderTarget.texture.magFilter = NearestFilter;
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+
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+ const velocityTarget = this._sampleRenderTarget.texture.clone();
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+ velocityTarget.isRenderTargetTexture = true;
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+ velocityTarget.name = 'velocity';
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+
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+ this._sampleRenderTarget.textures.push( velocityTarget );
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+
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+ }
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+
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+ // textures
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+
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+ const historyTexture = texture( this._historyRenderTarget.texture );
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+ const sampleTexture = texture( this._sampleRenderTarget.textures[ 0 ] );
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+ const velocityTexture = texture( this._sampleRenderTarget.textures[ 1 ] );
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+ const depthTexture = texture( this._sampleRenderTarget.depthTexture );
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+
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+ const resolve = Fn( () => {
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+
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+ const uvNode = uv();
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+
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+ const minColor = vec4( 10000 ).toVar();
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+ const maxColor = vec4( - 10000 ).toVar();
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+ const closestDepth = float( 1 ).toVar();
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+ const closestDepthPixelPosition = vec2( 0 ).toVar();
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+
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+ // sample a 3x3 neighborhood to create a box in color space
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+ // clamping the history color with the resulting min/max colors mitigates ghosting
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+
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+ Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'x' }, ( { x } ) => {
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+
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+ Loop( { start: int( - 1 ), end: int( 1 ), type: 'int', condition: '<=', name: 'y' }, ( { y } ) => {
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+
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+ const uvNeighbor = uvNode.add( vec2( float( x ), float( y ) ).mul( this._invSize ) ).toVar();
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+ const colorNeighbor = max( vec4( 0 ), sampleTexture.uv( uvNeighbor ) ).toVar(); // use max() to avoid propagate garbage values
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+
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+ minColor.assign( min( minColor, colorNeighbor ) );
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+ maxColor.assign( max( maxColor, colorNeighbor ) );
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+
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+ const currentDepth = depthTexture.uv( uvNeighbor ).r.toVar();
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+
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+ // find the sample position of the closest depth in the neighborhood (used for velocity)
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+
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+ If( currentDepth.lessThan( closestDepth ), () => {
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+
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+ closestDepth.assign( currentDepth );
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+ closestDepthPixelPosition.assign( uvNeighbor );
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+
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+ } );
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+
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+ } );
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+
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+ } );
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+
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+ // sampling/reprojection
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+
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+ const offset = velocityTexture.uv( closestDepthPixelPosition ).xy.mul( vec2( 0.5, - 0.5 ) ); // NDC to uv offset
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+
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+ const currentColor = sampleTexture.uv( uvNode );
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+ const historyColor = historyTexture.uv( uvNode.sub( offset ) );
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+
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+ // clamping
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+
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+ const clampedHistoryColor = clamp( historyColor, minColor, maxColor );
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+
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+ // flicker reduction based on luminance weighing
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+
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+ const currentWeight = float( 0.05 ).toVar();
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+ const historyWeight = currentWeight.oneMinus().toVar();
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+
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+ const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( max( currentColor.r, currentColor.g ), currentColor.b ).add( 1.0 ) ) ) );
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+ const compressedHistory = clampedHistoryColor.mul( float( 1 ).div( ( max( max( clampedHistoryColor.r, clampedHistoryColor.g ), clampedHistoryColor.b ).add( 1.0 ) ) ) );
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+
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+ const luminanceCurrent = luminance( compressedCurrent.rgb );
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+ const luminanceHistory = luminance( compressedHistory.rgb );
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+
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+ currentWeight.mulAssign( float( 1.0 ).div( luminanceCurrent.add( 1 ) ) );
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+ historyWeight.mulAssign( float( 1.0 ).div( luminanceHistory.add( 1 ) ) );
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+
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+ return add( currentColor.mul( currentWeight ), clampedHistoryColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) );
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+
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+ } );
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+
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+ // materials
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+
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+ this._resolveMaterial.fragmentNode = resolve();
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+
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+ return super.setup( builder );
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+
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+ }
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+
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+ dispose() {
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+
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+ super.dispose();
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+
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+ if ( this._sampleRenderTarget !== null ) {
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+
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+ this._sampleRenderTarget.dispose();
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+ this._historyRenderTarget.dispose();
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+
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+ }
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+
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+ this._resolveMaterial.dispose();
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+
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+ }
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+
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+}
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+
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+export default TRAAPassNode;
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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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+ [ - 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 const traaPass = ( scene, camera ) => nodeObject( new TRAAPassNode( scene, camera ) );
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