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- /**
- * @author bhouston / http://clara.io/
- */
- THREE.MSAAPass = function ( scene, camera, params, clearColor, clearAlpha ) {
- this.scene = scene;
- this.camera = camera;
- // any set of samples in equal area weighting pattern is fine (3 or +4 samples would also work as well)
- this.sampleOffsets = [];
- this.sampleOffsets[0] = null;
- this.sampleOffsets[1] = this.standardDirctX11_MSAA2();
- this.sampleOffsets[2] = this.standardDirctX11_MSAA4();
- this.sampleOffsets[3] = this.standardDirctX11_MSAA8();
- this.sampleOffsets[4] = this.standardDirctX11_MSAA16();
- this.sampleOffsets[5] = this.standardDirctX11_MSAA32();
- this.currentSampleLevel = 4;
- this.params = params || { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat };
- this.params.minFilter = THREE.NearestFilter;
- this.params.maxFilter = THREE.NearestFilter;
- this.clearColor = clearColor;
- this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 1;
- this.oldClearColor = new THREE.Color();
- this.oldClearAlpha = 1;
- this.enabled = true;
- this.clear = false;
- this.needsSwap = true;
- var msaaShader = THREE.MSAA4Shader;
- this.uniforms = THREE.UniformsUtils.clone( msaaShader.uniforms );
- this.materialMSAA = new THREE.ShaderMaterial({
- shaderID: msaaShader.shaderID,
- uniforms: this.uniforms,
- vertexShader: msaaShader.vertexShader,
- fragmentShader: msaaShader.fragmentShader,
- transparent: true,
- blending: THREE.CustomBlending,
- blendSrc: THREE.OneFactor,
- blendDst: THREE.OneFactor,
- blendEquation: THREE.AddEquation,
- depthTest: false,
- depthWrite: false
- });
- this.camera2 = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
- this.scene2 = new THREE.Scene();
- this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), null );
- this.scene2.add( this.quad2 );
- this.devicePixelRatio = 1;
- };
- THREE.MSAAPass.prototype = {
- dispose: function() {
- if( this.renderTargets ) {
- for( var i = 0; i < this.renderTargets.length; i ++ ) {
- this.renderTargets[i].dispose();
- }
- this.renderTargets = null;
- }
- },
- render: function ( renderer, writeBuffer, readBuffer, delta ) {
- if( ! this.renderTargets ) {
- this.renderTargets = [];
- for( var i = 0; i < 2; i ++ ) {
- this.renderTargets.push( new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params, "msaa.renderTarget" + i ) );
- }
- }
- var camera = ( this.camera || this.scene.camera );
- var currentSampleOffsets = this.sampleOffsets[ Math.max( 0, Math.min( this.currentSampleLevel, 5 ) ) ];
- if( ! currentSampleOffsets ) {
- renderer.render( this.scene, camera, this.renderTargets[0], true );
- this.uniforms[ "tBackground" ].value = readBuffer;
- this.uniforms[ "scale" ].value = 1.0;
- for( var k = 0; k < this.renderTargets.length; k ++ ) {
- this.uniforms[ "tSample" + k ].value = this.renderTargets[0];
- }
- this.quad2.material = this.materialMSAA;
- renderer.render( this.scene2, this.camera2, writeBuffer, true );
- return;
- }
- this.scene.overrideMaterial = null;
- this.oldClearColor.copy( renderer.getClearColor() );
- this.oldClearAlpha = renderer.getClearAlpha();
- renderer.setClearColor( new THREE.Color( 0, 0, 0 ), 0 );
- for( var j = 0; j < currentSampleOffsets.length; j += this.renderTargets.length ) {
- this.uniforms[ "tBackground" ].value = readBuffer;
- this.uniforms[ "scale" ].value = 1.0 / currentSampleOffsets.length;
- for( var k = 0; k < this.renderTargets.length; k ++ ) {
- this.uniforms[ "tSample" + k ].value = this.renderTargets[k];
- }
- this.quad2.material = this.materialMSAA;
- for( var k = 0; k < Math.min( currentSampleOffsets.length - j, this.renderTargets.length ); k ++ ) {
- var i = j + k;
- if( camera.setViewOffset ) {
- camera.setViewOffset( readBuffer.width, readBuffer.height, currentSampleOffsets[i].x, currentSampleOffsets[i].y, readBuffer.width, readBuffer.height );
- }
- renderer.render( this.scene, camera, this.renderTargets[k], true );
- }
- renderer.render( this.scene2, this.camera2, writeBuffer, j === 0 );
- }
- camera.fullWidth = undefined;
- camera.fullHeight = undefined;
- camera.x = undefined;
- camera.y = undefined;
- camera.width = undefined;
- camera.height = undefined;
- camera.updateProjectionMatrix();
- renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
- },
- // DirectX 11 standard MSAA sample pattern
- standardDirctX11_MSAA2: function() {
- var vectors = [
- new THREE.Vector3( 4, 4, 0 ),
- new THREE.Vector3( -4, -4, 0 )
- ];
- var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 );
- var vectors2 = [];
- for( var i = 0; i < vectors.length; i ++ ) {
- vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) );
- }
- return vectors2;
- },
- // DirectX 11 standard MSAA sample pattern
- standardDirctX11_MSAA4: function() {
- var vectors = [
- new THREE.Vector3( -2, -6, 0 ),
- new THREE.Vector3( 6, -2, 0 ),
- new THREE.Vector3( -6, 2, 0 ),
- new THREE.Vector3( 2, 6, 0 )
- ];
- var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 );
- var vectors2 = [];
- for( var i = 0; i < vectors.length; i ++ ) {
- vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) );
- }
- return vectors2;
- },
- // DirectX 11 standard MSAA sample pattern
- standardDirctX11_MSAA8: function() {
- var vectors = [
- new THREE.Vector3( 1, -3, 0 ),
- new THREE.Vector3( -1, 3, 0 ),
- new THREE.Vector3( 5, 1, 0 ),
- new THREE.Vector3( -3, -5, 0 ),
- new THREE.Vector3( -5, 5, 0 ),
- new THREE.Vector3( -7, -1, 0 ),
- new THREE.Vector3( 3, 7, 0 ),
- new THREE.Vector3( 7, -7, 0 ),
- ];
- var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 );
- var vectors2 = [];
- for( var i = 0; i < vectors.length; i ++ ) {
- vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) );
- }
- return vectors2;
- },
- // DirectX 11 standard MSAA sample pattern
- standardDirctX11_MSAA16: function() {
- var vectors = [
- new THREE.Vector3( 1, 1, 0 ),
- new THREE.Vector3( -1, -3, 0 ),
- new THREE.Vector3( -3, 2, 0 ),
- new THREE.Vector3( 4, -1, 0 ),
- new THREE.Vector3( -5, -2, 0 ),
- new THREE.Vector3( 2, 5, 0 ),
- new THREE.Vector3( 5, 3, 0 ),
- new THREE.Vector3( 3, -5, 0 ),
- new THREE.Vector3( -2, 6, 0 ),
- new THREE.Vector3( 0, -7, 0 ),
- new THREE.Vector3( -4, -6, 0 ),
- new THREE.Vector3( -6, 4, 0 ),
- new THREE.Vector3( -8, 0, 0 ),
- new THREE.Vector3( 7, -4, 0 ),
- new THREE.Vector3( 6, 7, 0 ),
- new THREE.Vector3( -7, -8, 0 ),
- ];
- var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 );
- var vectors2 = [];
- for( var i = 0; i < vectors.length; i ++ ) {
- vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) );
- }
- return vectors2;
- },
- // based on this: http://images.anandtech.com/reviews/video/NVIDIA/GF100/CSAA.png
- standardDirctX11_MSAA32: function() {
- var vectors = [
- new THREE.Vector3( -4, -7, 0 ),
- new THREE.Vector3( -7, -5, 0 ),
- new THREE.Vector3( -3, -5, 0 ),
- new THREE.Vector3( -5, -4, 0 ),
- new THREE.Vector3( -1, -4, 0 ),
- new THREE.Vector3( -2, -2, 0 ),
- new THREE.Vector3( -6, -1, 0 ),
- new THREE.Vector3( -4, 0, 0 ),
- new THREE.Vector3( -7, 1, 0 ),
- new THREE.Vector3( -1, 2, 0 ),
- new THREE.Vector3( -6, 3, 0 ),
- new THREE.Vector3( -3, 3, 0 ),
- new THREE.Vector3( -7, 6, 0 ),
- new THREE.Vector3( -3, 6, 0 ),
- new THREE.Vector3( -5, 7, 0 ),
- new THREE.Vector3( -1, 7, 0 ),
- new THREE.Vector3( 5, -7, 0 ),
- new THREE.Vector3( 1, -6, 0 ),
- new THREE.Vector3( 6, -5, 0 ),
- new THREE.Vector3( 4, -4, 0 ),
- new THREE.Vector3( 2, -3, 0 ),
- new THREE.Vector3( 7, -2, 0 ),
- new THREE.Vector3( 1, -1, 0 ),
- new THREE.Vector3( 4, -1, 0 ),
- new THREE.Vector3( 2, 1, 0 ),
- new THREE.Vector3( 6, 2, 0 ),
- new THREE.Vector3( 0, 4, 0 ),
- new THREE.Vector3( 4, 4, 0 ),
- new THREE.Vector3( 2, 5, 0 ),
- new THREE.Vector3( 7, 5, 0 ),
- new THREE.Vector3( 5, 6, 0 ),
- new THREE.Vector3( 3, 7, 0 ),
- ];
- var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 );
- var vectors2 = [];
- for( var i = 0; i < vectors.length; i ++ ) {
- vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) );
- }
- return vectors2;
- }
- };
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