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import { Color, Vector2, NearestFilter, Matrix4, RendererUtils, PassNode, QuadMesh, NodeMaterial } from 'three/webgpu'; | |
import { add, float, If, Loop, int, Fn, min, max, clamp, nodeObject, texture, uniform, uv, vec2, vec4, luminance } from 'three/tsl'; | |
/** @module TRAAPassNode **/ | |
const _quadMesh = /*@__PURE__*/ new QuadMesh(); | |
const _size = /*@__PURE__*/ new Vector2(); | |
let _rendererState; | |
/** | |
* A special render pass node that renders the scene with TRAA (Temporal Reprojection Anti-Aliasing). | |
* | |
* Note: The current implementation does not yet support MRT setups. | |
* | |
* References: | |
* - {@link https://alextardif.com/TAA.html} | |
* - {@link https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/} | |
* | |
* @augments PassNode | |
*/ | |
class TRAAPassNode extends PassNode { | |
static get type() { | |
return 'TRAAPassNode'; | |
} | |
/** | |
* Constructs a new TRAA pass node. | |
* | |
* @param {Scene} scene - The scene to render. | |
* @param {Camera} camera - The camera to render the scene with. | |
*/ | |
constructor( scene, camera ) { | |
super( PassNode.COLOR, scene, camera ); | |
/** | |
* This flag can be used for type testing. | |
* | |
* @type {Boolean} | |
* @readonly | |
* @default true | |
*/ | |
this.isTRAAPassNode = true; | |
/** | |
* The clear color of the pass. | |
* | |
* @type {Color} | |
* @default 0x000000 | |
*/ | |
this.clearColor = new Color( 0x000000 ); | |
/** | |
* The clear alpha of the pass. | |
* | |
* @type {Number} | |
* @default 0 | |
*/ | |
this.clearAlpha = 0; | |
/** | |
* The jitter index selects the current camera offset value. | |
* | |
* @private | |
* @type {Number} | |
* @default 0 | |
*/ | |
this._jitterIndex = 0; | |
/** | |
* Used to save the original/unjittered projection matrix. | |
* | |
* @private | |
* @type {Matrix4} | |
*/ | |
this._originalProjectionMatrix = new Matrix4(); | |
/** | |
* A uniform node holding the inverse resolution value. | |
* | |
* @private | |
* @type {UniformNode<vec2>} | |
*/ | |
this._invSize = uniform( new Vector2() ); | |
/** | |
* The render target that holds the current sample. | |
* | |
* @private | |
* @type {RenderTarget?} | |
*/ | |
this._sampleRenderTarget = null; | |
/** | |
* The render target that represents the history of frame data. | |
* | |
* @private | |
* @type {RenderTarget?} | |
*/ | |
this._historyRenderTarget = null; | |
/** | |
* Material used for the resolve step. | |
* | |
* @private | |
* @type {NodeMaterial} | |
*/ | |
this._resolveMaterial = new NodeMaterial(); | |
this._resolveMaterial.name = 'TRAA.Resolve'; | |
} | |
/** | |
* Sets the size of the effect. | |
* | |
* @param {Number} width - The width of the effect. | |
* @param {Number} height - The height of the effect. | |
* @return {Boolean} Whether the TRAA needs a restart or not. That is required after a resize since buffer data with different sizes can't be resolved. | |
*/ | |
setSize( width, height ) { | |
super.setSize( width, height ); | |
let needsRestart = false; | |
if ( this.renderTarget.width !== this._sampleRenderTarget.width || this.renderTarget.height !== this._sampleRenderTarget.height ) { | |
this._sampleRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height ); | |
this._historyRenderTarget.setSize( this.renderTarget.width, this.renderTarget.height ); | |
this._invSize.value.set( 1 / this.renderTarget.width, 1 / this.renderTarget.height ); | |
needsRestart = true; | |
} | |
return needsRestart; | |
} | |
/** | |
* This method is used to render the effect once per frame. | |
* | |
* @param {NodeFrame} frame - The current node frame. | |
*/ | |
updateBefore( frame ) { | |
const { renderer } = frame; | |
const { scene, camera } = this; | |
_rendererState = RendererUtils.resetRendererAndSceneState( renderer, scene, _rendererState ); | |
// | |
this._pixelRatio = renderer.getPixelRatio(); | |
const size = renderer.getSize( _size ); | |
const needsRestart = this.setSize( size.width, size.height ); | |
// save original/unjittered projection matrix for velocity pass | |
camera.updateProjectionMatrix(); | |
this._originalProjectionMatrix.copy( camera.projectionMatrix ); | |
// camera configuration | |
this._cameraNear.value = camera.near; | |
this._cameraFar.value = camera.far; | |
// configure jitter as view offset | |
const viewOffset = { | |
fullWidth: this.renderTarget.width, | |
fullHeight: this.renderTarget.height, | |
offsetX: 0, | |
offsetY: 0, | |
width: this.renderTarget.width, | |
height: this.renderTarget.height | |
}; | |
const originalViewOffset = Object.assign( {}, camera.view ); | |
if ( originalViewOffset.enabled ) Object.assign( viewOffset, originalViewOffset ); | |
const jitterOffset = _JitterVectors[ this._jitterIndex ]; | |
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 | |
); | |
// configure velocity | |
const mrt = this.getMRT(); | |
const velocityOutput = mrt.get( 'velocity' ); | |
if ( velocityOutput !== undefined ) { | |
velocityOutput.setProjectionMatrix( this._originalProjectionMatrix ); | |
} else { | |
throw new Error( 'THREE:TRAAPassNode: Missing velocity output in MRT configuration.' ); | |
} | |
// render sample | |
renderer.setMRT( mrt ); | |
renderer.setClearColor( this.clearColor, this.clearAlpha ); | |
renderer.setRenderTarget( this._sampleRenderTarget ); | |
renderer.render( scene, camera ); | |
renderer.setRenderTarget( null ); | |
renderer.setMRT( null ); | |
// every time when the dimensions change we need fresh history data. Copy the sample | |
// into the history and final render target (no AA happens at that point). | |
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.renderTarget ); | |
renderer.clear(); | |
renderer.setRenderTarget( null ); | |
renderer.copyTextureToTexture( this._sampleRenderTarget.texture, this._historyRenderTarget.texture ); | |
renderer.copyTextureToTexture( this._sampleRenderTarget.texture, this.renderTarget.texture ); | |
} else { | |
// resolve | |
renderer.setRenderTarget( this.renderTarget ); | |
_quadMesh.material = this._resolveMaterial; | |
_quadMesh.render( renderer ); | |
renderer.setRenderTarget( null ); | |
// update history | |
renderer.copyTextureToTexture( this.renderTarget.texture, this._historyRenderTarget.texture ); | |
} | |
// copy depth | |
renderer.copyTextureToTexture( this._sampleRenderTarget.depthTexture, this.renderTarget.depthTexture ); | |
// update jitter index | |
this._jitterIndex ++; | |
this._jitterIndex = this._jitterIndex % ( _JitterVectors.length - 1 ); | |
// restore | |
if ( originalViewOffset.enabled ) { | |
camera.setViewOffset( | |
originalViewOffset.fullWidth, originalViewOffset.fullHeight, | |
originalViewOffset.offsetX, originalViewOffset.offsetY, | |
originalViewOffset.width, originalViewOffset.height | |
); | |
} else { | |
camera.clearViewOffset(); | |
} | |
velocityOutput.setProjectionMatrix( null ); | |
RendererUtils.restoreRendererAndSceneState( renderer, scene, _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 ) { | |
if ( this._sampleRenderTarget === null ) { | |
this._sampleRenderTarget = this.renderTarget.clone(); | |
this._historyRenderTarget = this.renderTarget.clone(); | |
this._sampleRenderTarget.texture.minFiler = NearestFilter; | |
this._sampleRenderTarget.texture.magFilter = NearestFilter; | |
const velocityTarget = this._sampleRenderTarget.texture.clone(); | |
velocityTarget.isRenderTargetTexture = true; | |
velocityTarget.name = 'velocity'; | |
this._sampleRenderTarget.textures.push( velocityTarget ); // for MRT | |
} | |
// textures | |
const historyTexture = texture( this._historyRenderTarget.texture ); | |
const sampleTexture = texture( this._sampleRenderTarget.textures[ 0 ] ); | |
const velocityTexture = texture( this._sampleRenderTarget.textures[ 1 ] ); | |
const depthTexture = texture( this._sampleRenderTarget.depthTexture ); | |
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( max( currentColor.r, currentColor.g ), currentColor.b ).add( 1.0 ) ) ) ); | |
const compressedHistory = clampedHistoryColor.mul( float( 1 ).div( ( max( 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.fragmentNode = resolve(); | |
return super.setup( builder ); | |
} | |
/** | |
* Frees internal resources. This method should be called | |
* when the effect is no longer required. | |
*/ | |
dispose() { | |
super.dispose(); | |
if ( this._sampleRenderTarget !== null ) { | |
this._sampleRenderTarget.dispose(); | |
this._historyRenderTarget.dispose(); | |
} | |
this._resolveMaterial.dispose(); | |
} | |
} | |
export default TRAAPassNode; | |
// 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 pass node for Temporal Reprojection Anti-Aliasing. | |
* | |
* @function | |
* @param {Scene} scene - The scene to render. | |
* @param {Camera} camera - The camera to render the scene with. | |
* @returns {TRAAPassNode} | |
*/ | |
export const traaPass = ( scene, camera ) => nodeObject( new TRAAPassNode( scene, camera ) ); | |