未验证 提交 ecc14fd7 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #20764 from gkjohnson/ssaa-example-update-2

Examples: Remove non-unbiased SSAARenderPass example
......@@ -268,7 +268,6 @@
"webgl_postprocessing_rgb_halftone",
"webgl_postprocessing_masking",
"webgl_postprocessing_ssaa",
"webgl_postprocessing_ssaa_unbiased",
"webgl_postprocessing_outline",
"webgl_postprocessing_pixel",
"webgl_postprocessing_procedural",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing ssaa</title>
<title>three.js webgl - postprocessing manual ssaa</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Manual Supersampling Anti-Aliasing (SSAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
This manual approach to SSAA re-renders the scene once for each sample with camera jitter and accumulates the results.<br/><br/>
Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Unbiased Manual Supersamling Anti-Aliasing (SSAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
This example shows how to unbias the rounding errors accumulated using high number of SSAA samples on a 8-bit per channel buffer.<br/><br/>
Turn off the "unbiased" feature to see the banding that results from accumulated rounding errors.
</div>
<div id="container"></div>
......@@ -27,11 +27,20 @@
import { SSAARenderPass } from './jsm/postprocessing/SSAARenderPass.js';
import { CopyShader } from './jsm/shaders/CopyShader.js';
let camera, scene, renderer, composer, copyPass, ssaaRenderPass;
let scene, renderer, composer, copyPass;
let cameraP, ssaaRenderPassP;
let cameraO, ssaaRenderPassO;
let gui, stats;
const param = {
sampleLevel: 2
const params = {
sampleLevel: 4,
renderToScreen: false,
unbiased: true,
camera: 'perspective',
clearColor: 'black',
clearAlpha: 1.0,
autoRotate: true
};
init();
......@@ -45,7 +54,9 @@
gui = new GUI();
gui.add( param, 'sampleLevel', {
gui.add( params, "unbiased" );
gui.add( params, "renderToScreen" );
gui.add( params, 'sampleLevel', {
'Level 0: 1 Sample': 0,
'Level 1: 2 Samples': 1,
'Level 2: 4 Samples': 2,
......@@ -53,6 +64,10 @@
'Level 4: 16 Samples': 4,
'Level 5: 32 Samples': 5
} );
gui.add( params, 'camera', [ 'perspective', 'orthographic' ] );
gui.add( params, "clearColor", [ 'black', 'white', 'blue', 'green', 'red' ] );
gui.add( params, "clearAlpha", 0, 1 );
gui.add( params, "autoRotate" );
gui.open();
......@@ -62,46 +77,87 @@
const container = document.getElementById( "container" );
const width = window.innerWidth || 1;
const height = window.innerHeight || 1;
const aspect = width / height;
const devicePixelRatio = window.devicePixelRatio || 1;
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( devicePixelRatio );
renderer.setSize( width, height );
document.body.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 300;
cameraP = new THREE.PerspectiveCamera( 65, aspect, 3, 10 );
cameraP.position.z = 7;
cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 3, 10 );
cameraO.position.z = 7;
const fov = THREE.MathUtils.degToRad( cameraP.fov );
const hyperfocus = ( cameraP.near + cameraP.far ) / 2;
const _height = 2 * Math.tan( fov / 2 ) * hyperfocus;
cameraO.zoom = height / _height;
scene = new THREE.Scene();
const geometry = new THREE.BoxBufferGeometry( 120, 120, 120 );
const material1 = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
const group = new THREE.Group();
scene.add( group );
const mesh1 = new THREE.Mesh( geometry, material1 );
mesh1.position.x = - 100;
scene.add( mesh1 );
const light = new THREE.PointLight( 0xddffdd, 1.0 );
light.position.z = 70;
light.position.y = - 70;
light.position.x = - 70;
scene.add( light );
const texture = new THREE.TextureLoader().load( "textures/brick_diffuse.jpg" );
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.anisotropy = 1;
texture.generateMipmaps = false;
const light2 = new THREE.PointLight( 0xffdddd, 1.0 );
light2.position.z = 70;
light2.position.x = - 70;
light2.position.y = 70;
scene.add( light2 );
const material2 = new THREE.MeshBasicMaterial( { map: texture } );
const light3 = new THREE.PointLight( 0xddddff, 1.0 );
light3.position.z = 70;
light3.position.x = 70;
light3.position.y = - 70;
scene.add( light3 );
const mesh2 = new THREE.Mesh( geometry, material2 );
mesh2.position.x = 100;
scene.add( mesh2 );
const light4 = new THREE.AmbientLight( 0xffffff, 0.05 );
scene.add( light4 );
// postprocessing
const geometry = new THREE.SphereBufferGeometry( 3, 48, 24 );
composer = new EffectComposer( renderer );
for ( let i = 0; i < 120; i ++ ) {
const material = new THREE.MeshStandardMaterial();
material.roughness = 0.5 * Math.random() + 0.25;
material.metalness = 0;
material.color.setHSL( Math.random(), 1.0, 0.3 );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 4 - 2;
mesh.position.y = Math.random() * 4 - 2;
mesh.position.z = Math.random() * 4 - 2;
mesh.rotation.x = Math.random();
mesh.rotation.y = Math.random();
mesh.rotation.z = Math.random();
mesh.scale.setScalar( Math.random() * 0.2 + 0.05 );
group.add( mesh );
ssaaRenderPass = new SSAARenderPass( scene, camera );
ssaaRenderPass.unbiased = false;
composer.addPass( ssaaRenderPass );
}
// postprocessing
composer = new EffectComposer( renderer );
composer.setPixelRatio( 1 ); // ensure pixel ratio is always 1 for performance reasons
ssaaRenderPassP = new SSAARenderPass( scene, cameraP );
composer.addPass( ssaaRenderPassP );
ssaaRenderPassO = new SSAARenderPass( scene, cameraO );
composer.addPass( ssaaRenderPassO );
copyPass = new ShaderPass( CopyShader );
composer.addPass( copyPass );
......@@ -113,9 +169,16 @@
const width = window.innerWidth;
const height = window.innerHeight;
const aspect = width / height;
cameraP.aspect = aspect;
cameraO.updateProjectionMatrix();
camera.aspect = width / height;
camera.updateProjectionMatrix();
cameraO.left = - height * aspect;
cameraO.right = height * aspect;
cameraO.top = height;
cameraO.bottom = - height;
cameraO.updateProjectionMatrix();
renderer.setSize( width, height );
composer.setSize( width, height );
......@@ -128,18 +191,44 @@
stats.begin();
for ( let i = 0; i < scene.children.length; i ++ ) {
if ( params.autoRotate ) {
for ( let i = 0; i < scene.children.length; i ++ ) {
const child = scene.children[ i ];
const child = scene.children[ i ];
child.rotation.x += 0.005;
child.rotation.y += 0.01;
child.rotation.x += 0.005;
child.rotation.y += 0.01;
}
}
ssaaRenderPass.sampleLevel = param.sampleLevel;
let newColor = ssaaRenderPassP.clearColor;
switch ( params.clearColor ) {
case 'blue': newColor = 0x0000ff; break;
case 'red': newColor = 0xff0000; break;
case 'green': newColor = 0x00ff00; break;
case 'white': newColor = 0xffffff; break;
case 'black': newColor = 0x000000; break;
}
ssaaRenderPassP.clearColor = ssaaRenderPassO.clearColor = newColor;
ssaaRenderPassP.clearAlpha = ssaaRenderPassO.clearAlpha = params.clearAlpha;
ssaaRenderPassP.sampleLevel = ssaaRenderPassO.sampleLevel = params.sampleLevel;
ssaaRenderPassP.unbiased = ssaaRenderPassO.unbiased = params.unbiased;
ssaaRenderPassP.enabled = ( params.camera === 'perspective' );
ssaaRenderPassO.enabled = ( params.camera === 'orthographic' );
copyPass.enabled = ! params.renderToScreen;
composer.render();
stats.end();
}
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing manual ssaa</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Unbiased Manual Supersamling Anti-Aliasing (SSAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
This example shows how to unbias the rounding errors accumulated using high number of SSAA samples on a 8-bit per channel buffer.<br/><br/>
Turn off the "unbiased" feature to see the banding that results from accumulated rounding errors.
</div>
<div id="container"></div>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
import { SSAARenderPass } from './jsm/postprocessing/SSAARenderPass.js';
import { CopyShader } from './jsm/shaders/CopyShader.js';
let scene, renderer, composer, copyPass;
let cameraP, ssaaRenderPassP;
let cameraO, ssaaRenderPassO;
let gui, stats;
const params = {
sampleLevel: 4,
renderToScreen: false,
unbiased: true,
camera: 'perspective',
clearColor: 'black',
clearAlpha: 1.0,
autoRotate: true
};
init();
animate();
clearGui();
function clearGui() {
if ( gui ) gui.destroy();
gui = new GUI();
gui.add( params, "unbiased" );
gui.add( params, "renderToScreen" );
gui.add( params, 'sampleLevel', {
'Level 0: 1 Sample': 0,
'Level 1: 2 Samples': 1,
'Level 2: 4 Samples': 2,
'Level 3: 8 Samples': 3,
'Level 4: 16 Samples': 4,
'Level 5: 32 Samples': 5
} );
gui.add( params, 'camera', [ 'perspective', 'orthographic' ] );
gui.add( params, "clearColor", [ 'black', 'white', 'blue', 'green', 'red' ] );
gui.add( params, "clearAlpha", 0, 1 );
gui.add( params, "autoRotate" );
gui.open();
}
function init() {
const container = document.getElementById( "container" );
const width = window.innerWidth || 1;
const height = window.innerHeight || 1;
const aspect = width / height;
const devicePixelRatio = window.devicePixelRatio || 1;
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( devicePixelRatio );
renderer.setSize( width, height );
document.body.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
cameraP = new THREE.PerspectiveCamera( 65, aspect, 3, 10 );
cameraP.position.z = 7;
cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 3, 10 );
cameraO.position.z = 7;
const fov = THREE.MathUtils.degToRad( cameraP.fov );
const hyperfocus = ( cameraP.near + cameraP.far ) / 2;
const _height = 2 * Math.tan( fov / 2 ) * hyperfocus;
cameraO.zoom = height / _height;
scene = new THREE.Scene();
const group = new THREE.Group();
scene.add( group );
const light = new THREE.PointLight( 0xddffdd, 1.0 );
light.position.z = 70;
light.position.y = - 70;
light.position.x = - 70;
scene.add( light );
const light2 = new THREE.PointLight( 0xffdddd, 1.0 );
light2.position.z = 70;
light2.position.x = - 70;
light2.position.y = 70;
scene.add( light2 );
const light3 = new THREE.PointLight( 0xddddff, 1.0 );
light3.position.z = 70;
light3.position.x = 70;
light3.position.y = - 70;
scene.add( light3 );
const light4 = new THREE.AmbientLight( 0xffffff, 0.05 );
scene.add( light4 );
const geometry = new THREE.SphereBufferGeometry( 3, 48, 24 );
for ( let i = 0; i < 120; i ++ ) {
const material = new THREE.MeshStandardMaterial();
material.roughness = 0.5 * Math.random() + 0.25;
material.metalness = 0;
material.color.setHSL( Math.random(), 1.0, 0.3 );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 4 - 2;
mesh.position.y = Math.random() * 4 - 2;
mesh.position.z = Math.random() * 4 - 2;
mesh.rotation.x = Math.random();
mesh.rotation.y = Math.random();
mesh.rotation.z = Math.random();
mesh.scale.setScalar( Math.random() * 0.2 + 0.05 );
group.add( mesh );
}
// postprocessing
composer = new EffectComposer( renderer );
composer.setPixelRatio( 1 ); // ensure pixel ratio is always 1 for performance reasons
ssaaRenderPassP = new SSAARenderPass( scene, cameraP );
composer.addPass( ssaaRenderPassP );
ssaaRenderPassO = new SSAARenderPass( scene, cameraO );
composer.addPass( ssaaRenderPassO );
copyPass = new ShaderPass( CopyShader );
composer.addPass( copyPass );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
const aspect = width / height;
cameraP.aspect = aspect;
cameraO.updateProjectionMatrix();
cameraO.left = - height * aspect;
cameraO.right = height * aspect;
cameraO.top = height;
cameraO.bottom = - height;
cameraO.updateProjectionMatrix();
renderer.setSize( width, height );
composer.setSize( width, height );
}
function animate() {
requestAnimationFrame( animate );
stats.begin();
if ( params.autoRotate ) {
for ( let i = 0; i < scene.children.length; i ++ ) {
const child = scene.children[ i ];
child.rotation.x += 0.005;
child.rotation.y += 0.01;
}
}
let newColor = ssaaRenderPassP.clearColor;
switch ( params.clearColor ) {
case 'blue': newColor = 0x0000ff; break;
case 'red': newColor = 0xff0000; break;
case 'green': newColor = 0x00ff00; break;
case 'white': newColor = 0xffffff; break;
case 'black': newColor = 0x000000; break;
}
ssaaRenderPassP.clearColor = ssaaRenderPassO.clearColor = newColor;
ssaaRenderPassP.clearAlpha = ssaaRenderPassO.clearAlpha = params.clearAlpha;
ssaaRenderPassP.sampleLevel = ssaaRenderPassO.sampleLevel = params.sampleLevel;
ssaaRenderPassP.unbiased = ssaaRenderPassO.unbiased = params.unbiased;
ssaaRenderPassP.enabled = ( params.camera === 'perspective' );
ssaaRenderPassO.enabled = ( params.camera === 'orthographic' );
copyPass.enabled = ! params.renderToScreen;
composer.render();
stats.end();
}
</script>
</body>
</html>
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