diff --git a/examples/files.json b/examples/files.json
index 39a4fc3528bac3cc9f8ab96e220f330c32e594ad..cf8be90ba78d1527361ce249c6230e8b6e80440b 100644
--- a/examples/files.json
+++ b/examples/files.json
@@ -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",
diff --git a/examples/screenshots/webgl_postprocessing_ssaa.jpg b/examples/screenshots/webgl_postprocessing_ssaa.jpg
index 5de296cb2eb2e0c33833690f813c25a606f17d5a..13e9c8ce5c27a1fccb3cadbcb64270191b59410e 100644
Binary files a/examples/screenshots/webgl_postprocessing_ssaa.jpg and b/examples/screenshots/webgl_postprocessing_ssaa.jpg differ
diff --git a/examples/screenshots/webgl_postprocessing_ssaa_unbiased.jpg b/examples/screenshots/webgl_postprocessing_ssaa_unbiased.jpg
deleted file mode 100644
index 13e9c8ce5c27a1fccb3cadbcb64270191b59410e..0000000000000000000000000000000000000000
Binary files a/examples/screenshots/webgl_postprocessing_ssaa_unbiased.jpg and /dev/null differ
diff --git a/examples/webgl_postprocessing_ssaa.html b/examples/webgl_postprocessing_ssaa.html
index 3a076515e4c064b6542df383da276871c8e83478..b5e9d1d55558279fd0d06bcb1154036c5501ee67 100644
--- a/examples/webgl_postprocessing_ssaa.html
+++ b/examples/webgl_postprocessing_ssaa.html
@@ -1,16 +1,16 @@
- three.js webgl - postprocessing ssaa
+ three.js webgl - postprocessing manual ssaa
-
three.js - Manual Supersampling Anti-Aliasing (SSAA) pass by
Ben Houston
- This manual approach to SSAA re-renders the scene once for each sample with camera jitter and accumulates the results.
- Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize
the effect SSAA levels have one the resulting render quality.
+
three.js - Unbiased Manual Supersamling Anti-Aliasing (SSAA) pass by
Ben Houston
+ This example shows how to unbias the rounding errors accumulated using high number of SSAA samples on a 8-bit per channel buffer.
+ Turn off the "unbiased" feature to see the banding that results from accumulated rounding errors.
@@ -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();
}
diff --git a/examples/webgl_postprocessing_ssaa_unbiased.html b/examples/webgl_postprocessing_ssaa_unbiased.html
deleted file mode 100644
index b5e9d1d55558279fd0d06bcb1154036c5501ee67..0000000000000000000000000000000000000000
--- a/examples/webgl_postprocessing_ssaa_unbiased.html
+++ /dev/null
@@ -1,238 +0,0 @@
-
-
-
- three.js webgl - postprocessing manual ssaa
-
-
-
-
-
-
-
three.js - Unbiased Manual Supersamling Anti-Aliasing (SSAA) pass by
Ben Houston
- This example shows how to unbias the rounding errors accumulated using high number of SSAA samples on a 8-bit per channel buffer.
- Turn off the "unbiased" feature to see the banding that results from accumulated rounding errors.
-
-
-
-
-
-
-