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- import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4 } from 'three/webgpu';
- import { add, float, If, Loop, int, Fn, min, max, clamp, nodeObject, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity } from 'three/tsl';
- const _quadMesh = /*@__PURE__*/ new QuadMesh();
- const _size = /*@__PURE__*/ new Vector2();
- let _rendererState;
- /**
- * A special node that applies TRAA (Temporal Reprojection Anti-Aliasing).
- *
- * References:
- * - {@link https://alextardif.com/TAA.html}
- * - {@link https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/}
- *
- * @augments TempNode
- * @three_import import { traa } from 'three/addons/tsl/display/TRAANode.js';
- */
- 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();
- }
- }
- export default TRAANode;
- // These jitter vectors are specified in integers because it is easier.
- // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
- // before being used, thus these integers need to be scaled by 1/16.
- //
- // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
- const _JitterVectors = [
- [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
- [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
- [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
- [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
- [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
- [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
- [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
- [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
- ];
- /**
- * TSL function for creating a TRAA node for Temporal Reprojection Anti-Aliasing.
- *
- * @tsl
- * @function
- * @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.
- * @returns {TRAANode}
- */
- export const traa = ( beautyNode, depthNode, velocityNode, camera ) => nodeObject( new TRAANode( convertToTexture( beautyNode ), depthNode, velocityNode, camera ) );
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