/** (超级采样抗锯齿) *这是一种“暴力”但效果最好的方法。(性能最差) 它将场景渲染到一个比屏幕大得多的分辨率上,然后再降采样到屏幕大小,从而获得极其平滑的边缘 * Supersample Anti-Aliasing Render Pass * * @author bhouston / http://clara.io/ * * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results. * * References: https://en.wikipedia.org/wiki/Supersampling * */ import * as THREE from "../../../../libs/three.js/build/three.module.js"; import {Pass, ShaderPass} from './ShaderPass' import CopyShader from './CopyShader' //较为原始的一种抗锯齿 (超级采样抗锯齿) let SSAARenderPass = function ( clearColor, clearAlpha ) { Pass.call( this ); //this.scene //= scene; //this.camera = camera; this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16. this.unbiased = true; // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black. this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000; this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0; this.renderUniforms = { bgTex : {value:null}, outlineTex : {value:null}, opacity : {value:1}, } this.renderMat = new THREE.ShaderMaterial({ uniforms: this.renderUniforms, vertexShader: CopyShader.vertexShader, /* fragmentShader: CopyShader.fragmentShader, */ fragmentShader: ` uniform sampler2D bgTex; uniform sampler2D outlineTex; uniform float opacity; varying vec2 vUv; void main() { vec4 color1 = texture2D( bgTex, vUv ); vec4 color2 = texture2D( outlineTex, vUv ); gl_FragColor = opacity * mix(color1, color2, color2.a) ; } `, premultipliedAlpha: true, blending: THREE.AdditiveBlending, depthTest: false, depthWrite: false, transparent: true }) this.renderMat2 = new THREE.ShaderMaterial({ uniforms: THREE.UniformsUtils.clone(CopyShader.uniforms) , vertexShader: CopyShader.vertexShader, fragmentShader:`uniform float opacity; uniform sampler2D tDiffuse; varying vec2 vUv; void main() { vec4 texel = texture2D( tDiffuse, vUv ); if(texel.r == 0.0 && texel.g == 0.0 && texel.b == 0.0){ discard; }else{ gl_FragColor = opacity * texel; } } ` , depthTest: false, depthWrite: false, transparent: true }) //////////////////// /* this.renderMat.blendSrc = THREE.OneFactor //即将写入缓冲区的颜色。 this.renderMat.blendDst = THREE.OneFactor //缓冲区已经存在的颜色 this.renderMat.blendEquation = THREE.AddEquation; this.renderMat.blendEquationAlpha = THREE.AddEquation; this.renderMat.blendDstAlpha = THREE.SrcAlphaFactor this.renderMat.blendSrcAlpha = THREE.SrcAlphaFactor */ this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); this.scene2 = new THREE.Scene(); this.quad2 = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), this.renderMat/* this.copyMaterial */ ); this.quad2.frustumCulled = false; // Avoid getting clipped this.scene2.add( this.quad2 ); this.copyPass = new ShaderPass( CopyShader ); this.copyPass.renderToScreen = true }; SSAARenderPass.prototype = Object.assign( Object.create( Pass.prototype ), { constructor: SSAARenderPass, dispose: function () { if ( this.sampleRenderTarget ) { this.sampleRenderTarget.dispose(); this.sampleRenderTarget = null; } }, setSize: function ( width, height ) { if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height ); this.childPass && this.childPass.setSize(width, height) }, addPass: function (pass){ this.childPass = pass; }, render: function (scene, camera, viewports, renderer, writeBuffer, readBuffer, maskActive, renderFun ) { if(this.useCopy ){ scene = this.copyPass.scene; camera = this.copyPass.camera; } if ( ! this.sampleRenderTarget ) { this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } ); this.sampleRenderTarget.texture.name = "SSAARenderPass.sample"; } var jitterOffsets = SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ]; var autoClear = renderer.autoClear; renderer.autoClear = false; var oldClearColor = renderer.getClearColor(new THREE.Color).getHex(); var oldClearAlpha = renderer.getClearAlpha(); renderer.setClearColor( this.clearColor, this.clearAlpha ); var baseSampleWeight = 1.0 / jitterOffsets.length; var roundingRange = 1 / 32; //this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture; let oldTarget = renderer.getRenderTarget(); if(oldTarget){ if(oldTarget.scissorTest){ var width = oldTarget.scissor.w, height = oldTarget.scissor.z }else{ var width = oldTarget.width, height = oldTarget.height; } }else{ var width = readBuffer.width, height = readBuffer.height; } // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. let opa = 0 for ( var i = 0; i < jitterOffsets.length; i ++ ) { var jitterOffset = jitterOffsets[ i ]; if ( camera.setViewOffset ) { camera.setViewOffset( width, height, jitterOffset[ 0 ] * 0.0625 , jitterOffset[ 1 ] * 0.0625 , // 0.0625 = 1 / 16 width, height ); } var sampleWeight = baseSampleWeight; if ( this.unbiased ) {//更柔和 var uniformCenteredDistribution = ( - 0.5 + ( i + 0.5 ) / jitterOffsets.length ); sampleWeight += roundingRange * uniformCenteredDistribution; } renderer.setRenderTarget(this.sampleRenderTarget) renderer.clear() if(this.useCopy){ this.copyPass.render(scene,camera, null,renderer, writeBuffer, readBuffer ) }else{ if(renderFun){ renderFun({target : this.sampleRenderTarget}) }else{ renderer.render( scene, camera ); } } renderer.setRenderTarget(oldTarget) //--------------------- //获取outline tex let hasOutline = this.childPass && this.childPass.render(scene, camera, renderer, writeBuffer, readBuffer, null, renderFun ) //合成到该材质 this.renderUniforms[ "bgTex" ].value = this.sampleRenderTarget.texture; this.renderUniforms[ "outlineTex" ].value = hasOutline ? readBuffer.texture : null this.renderUniforms[ "opacity" ].value = sampleWeight; /* console.log('sampleWeight', sampleWeight) opa += sampleWeight */ if(!this.renderToScreen){ renderer.setRenderTarget(writeBuffer) } if(i === 0 ){ renderer.setClearColor( 0x000000, 0 ); //叠加前颜色必须0 renderer.clear() } renderer.render( this.scene2, this.camera2); // , this.renderToScreen ? null : writeBuffer, ( i === 0 ) if(!this.renderToScreen){ renderer.setRenderTarget(oldTarget) } //if(i==2)break; } //console.log('sum:',opa) if ( camera.clearViewOffset )camera.clearViewOffset(); //renderer.setRenderTarget(readBuffer) //renderer.setClearColor( 0x000000, 0 ); //renderer.clear() /* this.quad2.material = this.renderMat2 this.renderMat2.uniforms.tDiffuse.value = writeBuffer.texture; renderer.render( this.scene2, this.camera2); this.quad2.material = this.renderMat */ //renderer.setRenderTarget(oldTarget) renderer.autoClear = autoClear; renderer.setClearColor( oldClearColor, oldClearAlpha ); /* 试了好几次,测量线的透明度还是还原不了。 clearAlpha十分影响结果。 因为绘制测量线需要背景透明。 或许可以先全部绘制完后,再 copyshader中 抗锯齿? 另外会有黑边。 */ } } ); // 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 SSAARenderPass.JitterVectors = [ [ [ 0, 0 ] ], [ [ 4, 4 ], [ - 4, - 4 ] ], [ [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ] ], [ [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ], [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ] ], [ [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ], [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ], [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ], [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ] ], [ [ - 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 ] ] ]; //锯齿效果见 https://threejs.org/examples/?q=ssaa#webgl_postprocessing_ssaa export default SSAARenderPass