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216 lines
5.3 KiB
216 lines
5.3 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing manual taa and ssaa</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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margin: 0px;
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background-color: #000;
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overflow: hidden;
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font-family:Monospace;
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font-size:13px;
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margin: 0px;
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text-align:center;
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overflow: hidden;
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}
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a { color: #88f; }
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#info {
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color: #fff;
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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display:block;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Temporal Anti-Aliasing (TAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
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When there is no motion in the scene, the TAA render pass accumulates jittered camera samples<br/>
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across frames to create a high quality anti-aliased result.<br/><br/>
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Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
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</div>
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<div id="container"></div>
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<script src="../build/three.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/SSAARenderPass.js"></script>
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<script src="js/postprocessing/TAARenderPass.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script>
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var camera, scene, renderer, composer, copyPass, taaRenderPass, renderPass;
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var gui, stats;
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var index = 0;
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var param = { TAAEnabled: "1", TAASampleLevel: 0 };
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init();
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animate();
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clearGui();
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function clearGui() {
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if ( gui ) gui.destroy();
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gui = new dat.GUI();
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gui.add( param, 'TAAEnabled', {
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'Disabled': '0',
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'Enabled': '1'
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} ).onFinishChange( function () {
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if ( taaRenderPass ) {
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taaRenderPass.enabled = ( param.TAAEnabled === "1" );
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renderPass.enabled = ( param.TAAEnabled !== "1" );
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}
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} );
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gui.add( param, 'TAASampleLevel', {
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'Level 0: 1 Sample': 0,
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'Level 1: 2 Samples': 1,
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'Level 2: 4 Samples': 2,
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'Level 3: 8 Samples': 3,
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'Level 4: 16 Samples': 4,
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'Level 5: 32 Samples': 5
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} ).onFinishChange( function () {
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if ( taaRenderPass ) {
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taaRenderPass.sampleLevel = param.TAASampleLevel;
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}
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} );
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gui.open();
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}
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function init() {
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var container = document.getElementById( "container" );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.z = 300;
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scene = new THREE.Scene();
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var geometry = new THREE.BoxBufferGeometry( 120, 120, 120 );
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var material = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
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var mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = - 100;
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scene.add( mesh );
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var texture = new THREE.TextureLoader().load( "textures/brick_diffuse.jpg" );
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texture.minFilter = THREE.NearestFilter;
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texture.magFilter = THREE.NearestFilter;
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texture.anisotropy = 1;
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texture.generateMipmaps = false;
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var material = new THREE.MeshBasicMaterial( { map: texture } );
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var mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = 100;
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scene.add( mesh );
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// postprocessing
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composer = new THREE.EffectComposer( renderer );
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taaRenderPass = new THREE.TAARenderPass( scene, camera );
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taaRenderPass.unbiased = false;
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composer.addPass( taaRenderPass );
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renderPass = new THREE.RenderPass( scene, camera );
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renderPass.enabled = false;
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composer.addPass( renderPass );
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copyPass = new THREE.ShaderPass( THREE.CopyShader );
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composer.addPass( copyPass );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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var width = window.innerWidth;
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var height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize( width, height );
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var pixelRatio = renderer.getPixelRatio();
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var newWidth = Math.floor( width / pixelRatio ) || 1;
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var newHeight = Math.floor( height / pixelRatio ) || 1;
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composer.setSize( newWidth, newHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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index ++;
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if ( Math.round( index / 200 ) % 2 === 0 ) {
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for ( var i = 0; i < scene.children.length; i ++ ) {
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var child = scene.children[ i ];
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child.rotation.x += 0.005;
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child.rotation.y += 0.01;
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}
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if ( taaRenderPass ) taaRenderPass.accumulate = false;
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} else {
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if ( taaRenderPass ) taaRenderPass.accumulate = true;
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}
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composer.render();
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stats.update();
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}
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</script>
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</body>
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</html>
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