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- import { HalfFloatType, Vector2, RenderTarget, RendererUtils, QuadMesh, NodeMaterial, TempNode, NodeUpdateType, Matrix4, DepthTexture } from 'three/webgpu';
- import { add, float, If, Fn, max, nodeObject, texture, uniform, uv, vec2, vec4, luminance, convertToTexture, passTexture, velocity, getViewPosition, viewZToPerspectiveDepth, struct, ivec2, mix } 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 {Camera}
- */
- this.camera = camera;
- /**
- * When the difference between the current and previous depth goes above this threshold,
- * the history is considered invalid.
- *
- * @type {number}
- * @default 0.0005
- */
- this.depthThreshold = 0.0005;
- /**
- * The depth difference within the 3×3 neighborhood to consider a pixel as an edge.
- *
- * @type {number}
- * @default 0.001
- */
- this.edgeDepthDiff = 0.001;
- /**
- * The history becomes invalid as the pixel length of the velocity approaches this value.
- *
- * @type {number}
- * @default 128
- */
- this.maxVelocityLength = 128;
- /**
- * Whether to decrease the weight on the current frame when the velocity is more subpixel.
- * This reduces blurriness under motion, but can introduce a square pattern artifact.
- *
- * @type {boolean}
- * @default true
- */
- this.useSubpixelCorrection = true;
- /**
- * 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, depthTexture: new DepthTexture() } );
- 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();
- /**
- * A uniform node holding the camera's near and far.
- *
- * @private
- * @type {UniformNode<vec2>}
- */
- this._cameraNearFar = uniform( new Vector2() );
- /**
- * A uniform node holding the camera world matrix.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraWorldMatrix = uniform( new Matrix4() );
- /**
- * A uniform node holding the camera world matrix inverse.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraWorldMatrixInverse = uniform( new Matrix4() );
- /**
- * A uniform node holding the camera projection matrix inverse.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._cameraProjectionMatrixInverse = uniform( new Matrix4() );
- /**
- * A uniform node holding the previous frame's view matrix.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._previousCameraWorldMatrix = uniform( new Matrix4() );
- /**
- * A uniform node holding the previous frame's projection matrix inverse.
- *
- * @private
- * @type {UniformNode<mat4>}
- */
- this._previousCameraProjectionMatrixInverse = uniform( new Matrix4() );
- /**
- * A texture node for the previous depth buffer.
- *
- * @private
- * @type {TextureNode}
- */
- this._previousDepthNode = texture( new DepthTexture( 1, 1 ) );
- /**
- * 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 = _haltonOffsets[ this._jitterIndex ];
- this.camera.setViewOffset(
- viewOffset.fullWidth, viewOffset.fullHeight,
- viewOffset.offsetX + jitterOffset[ 0 ] - 0.5, viewOffset.offsetY + jitterOffset[ 1 ] - 0.5,
- 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 % ( _haltonOffsets.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;
- // store previous frame matrices before updating current ones
- this._previousCameraWorldMatrix.value.copy( this._cameraWorldMatrix.value );
- this._previousCameraProjectionMatrixInverse.value.copy( this._cameraProjectionMatrixInverse.value );
- // update camera matrices uniforms
- this._cameraNearFar.value.set( this.camera.near, this.camera.far );
- this._cameraWorldMatrix.value.copy( this.camera.matrixWorld );
- this._cameraWorldMatrixInverse.value.copy( this.camera.matrixWorldInverse );
- this._cameraProjectionMatrixInverse.value.copy( this.camera.projectionMatrixInverse );
- // 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.name = 'TRAA';
- _quadMesh.render( renderer );
- renderer.setRenderTarget( null );
- // update history
- renderer.copyTextureToTexture( this._resolveRenderTarget.texture, this._historyRenderTarget.texture );
- // Copy current depth to previous depth buffer
- const size = renderer.getDrawingBufferSize( _size );
- // only allow the depth copy if the dimensions of the history render target match with the drawing
- // render buffer and thus the depth texture of the scene. For some reasons, there are timing issues
- // with WebGPU resulting in different size of the drawing buffer and the beauty render target when
- // resizing the browser window. This does not happen with the WebGL backend
- if ( this._historyRenderTarget.height === size.height && this._historyRenderTarget.width === size.width ) {
- const currentDepth = this.depthNode.value;
- renderer.copyTextureToTexture( currentDepth, this._historyRenderTarget.depthTexture );
- this._previousDepthNode.value = this._historyRenderTarget.depthTexture;
- }
- // 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 currentDepthStruct = struct( {
- closestDepth: 'float',
- closestPositionTexel: 'vec2',
- farthestDepth: 'float',
- } );
- // Samples 3×3 neighborhood pixels and returns the closest and farthest depths.
- const sampleCurrentDepth = Fn( ( [ positionTexel ] ) => {
- const closestDepth = float( 2 ).toVar();
- const closestPositionTexel = vec2( 0 ).toVar();
- const farthestDepth = float( - 1 ).toVar();
- for ( let x = - 1; x <= 1; ++ x ) {
- for ( let y = - 1; y <= 1; ++ y ) {
- const neighbor = positionTexel.add( vec2( x, y ) ).toVar();
- const depth = this.depthNode.load( neighbor ).r.toVar();
- If( depth.lessThan( closestDepth ), () => {
- closestDepth.assign( depth );
- closestPositionTexel.assign( neighbor );
- } );
- If( depth.greaterThan( farthestDepth ), () => {
- farthestDepth.assign( depth );
- } );
- }
- }
- return currentDepthStruct( closestDepth, closestPositionTexel, farthestDepth );
- } );
- // Samples a previous depth and reproject it using the current camera matrices.
- const samplePreviousDepth = ( uv ) => {
- const depth = this._previousDepthNode.sample( uv ).r;
- const positionView = getViewPosition( uv, depth, this._previousCameraProjectionMatrixInverse );
- const positionWorld = this._previousCameraWorldMatrix.mul( vec4( positionView, 1 ) ).xyz;
- const viewZ = this._cameraWorldMatrixInverse.mul( vec4( positionWorld, 1 ) ).z;
- return viewZToPerspectiveDepth( viewZ, this._cameraNearFar.x, this._cameraNearFar.y );
- };
- // Optimized version of AABB clipping.
- // Reference: https://github.com/playdeadgames/temporal
- const clipAABB = Fn( ( [ currentColor, historyColor, minColor, maxColor ] ) => {
- const pClip = maxColor.rgb.add( minColor.rgb ).mul( 0.5 );
- const eClip = maxColor.rgb.sub( minColor.rgb ).mul( 0.5 ).add( 1e-7 );
- const vClip = historyColor.sub( vec4( pClip, currentColor.a ) );
- const vUnit = vClip.xyz.div( eClip );
- const absUnit = vUnit.abs();
- const maxUnit = max( absUnit.x, absUnit.y, absUnit.z );
- return maxUnit.greaterThan( 1 ).select(
- vec4( pClip, currentColor.a ).add( vClip.div( maxUnit ) ),
- historyColor
- );
- } ).setLayout( {
- name: 'clipAABB',
- type: 'vec4',
- inputs: [
- { name: 'currentColor', type: 'vec4' },
- { name: 'historyColor', type: 'vec4' },
- { name: 'minColor', type: 'vec4' },
- { name: 'maxColor', type: 'vec4' }
- ]
- } );
- // Performs variance clipping.
- // See: https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf
- const varianceClipping = Fn( ( [ positionTexel, currentColor, historyColor, gamma ] ) => {
- const offsets = [
- [ - 1, - 1 ],
- [ - 1, 1 ],
- [ 1, - 1 ],
- [ 1, 1 ],
- [ 1, 0 ],
- [ 0, - 1 ],
- [ 0, 1 ],
- [ - 1, 0 ]
- ];
- const moment1 = currentColor.toVar();
- const moment2 = currentColor.pow2().toVar();
- for ( const [ x, y ] of offsets ) {
- // Use max() to prevent NaN values from propagating.
- const neighbor = this.beautyNode.offset( ivec2( x, y ) ).load( positionTexel ).max( 0 );
- moment1.addAssign( neighbor );
- moment2.addAssign( neighbor.pow2() );
- }
- const N = float( offsets.length + 1 );
- const mean = moment1.div( N );
- const variance = moment2.div( N ).sub( mean.pow2() ).max( 0 ).sqrt().mul( gamma );
- const minColor = mean.sub( variance );
- const maxColor = mean.add( variance );
- return clipAABB( mean.clamp( minColor, maxColor ), historyColor, minColor, maxColor );
- } );
- // Returns the amount of subpixel (expressed within [0, 1]) in the velocity.
- const subpixelCorrection = Fn( ( [ velocityUV, textureSize ] ) => {
- const velocityTexel = velocityUV.mul( textureSize );
- const phase = velocityTexel.fract().abs();
- const weight = max( phase, phase.oneMinus() );
- return weight.x.mul( weight.y ).oneMinus().div( 0.75 );
- } ).setLayout( {
- name: 'subpixelCorrection',
- type: 'float',
- inputs: [
- { name: 'velocityUV', type: 'vec2' },
- { name: 'textureSize', type: 'ivec2' }
- ]
- } );
- // Flicker reduction based on luminance weighing.
- const flickerReduction = Fn( ( [ currentColor, historyColor, currentWeight ] ) => {
- const historyWeight = currentWeight.oneMinus();
- const compressedCurrent = currentColor.mul( float( 1 ).div( ( max( currentColor.r, currentColor.g, currentColor.b ).add( 1 ) ) ) );
- const compressedHistory = historyColor.mul( float( 1 ).div( ( max( historyColor.r, historyColor.g, historyColor.b ).add( 1 ) ) ) );
- const luminanceCurrent = luminance( compressedCurrent.rgb );
- const luminanceHistory = luminance( compressedHistory.rgb );
- currentWeight.mulAssign( float( 1 ).div( luminanceCurrent.add( 1 ) ) );
- historyWeight.mulAssign( float( 1 ).div( luminanceHistory.add( 1 ) ) );
- return add( currentColor.mul( currentWeight ), historyColor.mul( historyWeight ) ).div( max( currentWeight.add( historyWeight ), 0.00001 ) ).toVar();
- } );
- const historyNode = texture( this._historyRenderTarget.texture );
- const resolve = Fn( () => {
- const uvNode = uv();
- const textureSize = this.beautyNode.size(); // Assumes all the buffers share the same size.
- const positionTexel = uvNode.mul( textureSize );
- // sample the closest and farthest depths in the current buffer
- const currentDepth = sampleCurrentDepth( positionTexel );
- const closestDepth = currentDepth.get( 'closestDepth' );
- const closestPositionTexel = currentDepth.get( 'closestPositionTexel' );
- const farthestDepth = currentDepth.get( 'farthestDepth' );
- // convert the NDC offset to UV offset
- const offsetUV = this.velocityNode.load( closestPositionTexel ).xy.mul( vec2( 0.5, - 0.5 ) );
- // sample the previous depth
- const historyUV = uvNode.sub( offsetUV );
- const previousDepth = samplePreviousDepth( historyUV );
- // history is considered valid when the UV is in range and there's no disocclusion except on edges
- const isValidUV = historyUV.greaterThanEqual( 0 ).all().and( historyUV.lessThanEqual( 1 ).all() );
- const isEdge = farthestDepth.sub( closestDepth ).greaterThan( this.edgeDepthDiff );
- const isDisocclusion = closestDepth.sub( previousDepth ).greaterThan( this.depthThreshold );
- const hasValidHistory = isValidUV.and( isEdge.or( isDisocclusion.not() ) );
- // sample the current and previous colors
- const currentColor = this.beautyNode.sample( uvNode );
- const historyColor = historyNode.sample( uvNode.sub( offsetUV ) );
- // increase the weight towards the current frame under motion
- const motionFactor = uvNode.sub( historyUV ).mul( textureSize ).length().div( this.maxVelocityLength ).saturate();
- const currentWeight = float( 0.05 ).toVar(); // A minimum weight
- if ( this.useSubpixelCorrection ) {
- // Increase the minimum weight towards the current frame when the velocity is more subpixel.
- currentWeight.addAssign( subpixelCorrection( offsetUV, textureSize ).mul( 0.25 ) );
- }
- currentWeight.assign( hasValidHistory.select( currentWeight.add( motionFactor ).saturate(), 1 ) );
- // Perform neighborhood clipping/clamping. We use variance clipping here.
- const varianceGamma = mix( 0.5, 1, motionFactor.oneMinus().pow2() ); // Reasonable gamma range is [0.75, 2]
- const clippedHistoryColor = varianceClipping( positionTexel, currentColor, historyColor, varianceGamma );
- // flicker reduction based on luminance weighing
- const output = flickerReduction( currentColor, clippedHistoryColor, currentWeight );
- return output;
- } );
- // 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;
- function _halton( index, base ) {
- let fraction = 1;
- let result = 0;
- while ( index > 0 ) {
- fraction /= base;
- result += fraction * ( index % base );
- index = Math.floor( index / base );
- }
- return result;
- }
- const _haltonOffsets = /*@__PURE__*/ Array.from(
- { length: 32 },
- ( _, index ) => [ _halton( index + 1, 2 ), _halton( index + 1, 3 ) ]
- );
- /**
- * 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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