src/passes/SMAAPass.js
import {
Color,
LinearFilter,
NearestFilter,
RGBAFormat,
RGBFormat,
Texture,
WebGLRenderTarget
} from "three";
import { ColorEdgesMaterial, SMAABlendMaterial, SMAAWeightsMaterial } from "../materials";
import { ClearPass } from "./ClearPass.js";
import { Pass } from "./Pass.js";
import searchImageDataURL from "../images/smaa/searchImageDataURL.js";
import areaImageDataURL from "../images/smaa/areaImageDataURL.js";
/**
* Subpixel Morphological Antialiasing (SMAA) v2.8.
*
* Preset: SMAA 1x Medium (with color edge detection).
* https://github.com/iryoku/smaa/releases/tag/v2.8
*/
export class SMAAPass extends Pass {
/**
* Constructs a new SMAA pass.
*
* @param {Image} searchImage - The SMAA search image. Preload this image using the {@link searchImageDataURL}.
* @param {Image} areaImage - The SMAA area image. Preload this image using the {@link areaImageDataURL}.
*/
constructor(searchImage, areaImage) {
super("SMAAPass");
/**
* A clear pass for the color edges buffer.
*
* @type {ClearPass}
* @private
*/
this.clearPass = new ClearPass({
clearColor: new Color(0x000000),
clearAlpha: 1.0
});
/**
* A render target for the color edge detection.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetColorEdges = new WebGLRenderTarget(1, 1, {
minFilter: LinearFilter,
format: RGBFormat,
stencilBuffer: false,
depthBuffer: false
});
this.renderTargetColorEdges.texture.name = "SMAA.ColorEdges";
this.renderTargetColorEdges.texture.generateMipmaps = false;
/**
* A render target for the SMAA weights.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetWeights = this.renderTargetColorEdges.clone();
this.renderTargetWeights.texture.name = "SMAA.Weights";
this.renderTargetWeights.texture.format = RGBAFormat;
/**
* Color edge detection shader material.
*
* @type {ColorEdgesMaterial}
* @private
*/
this.colorEdgesMaterial = new ColorEdgesMaterial();
/**
* SMAA weights shader material.
*
* @type {SMAAWeightsMaterial}
* @private
*/
this.weightsMaterial = new SMAAWeightsMaterial();
this.weightsMaterial.uniforms.tDiffuse.value = this.renderTargetColorEdges.texture;
/**
* The SMAA search texture.
*
* @type {Texture}
* @private
*/
this.searchTexture = new Texture(searchImage);
this.searchTexture.name = "SMAA.Search";
this.searchTexture.magFilter = NearestFilter;
this.searchTexture.minFilter = NearestFilter;
this.searchTexture.format = RGBAFormat;
this.searchTexture.generateMipmaps = false;
this.searchTexture.needsUpdate = true;
this.searchTexture.flipY = false;
this.weightsMaterial.uniforms.tSearch.value = this.searchTexture;
/**
* The SMAA area texture.
*
* @type {Texture}
* @private
*/
this.areaTexture = new Texture(areaImage);
this.areaTexture.name = "SMAA.Area";
this.areaTexture.minFilter = LinearFilter;
this.areaTexture.format = RGBAFormat;
this.areaTexture.generateMipmaps = false;
this.areaTexture.needsUpdate = true;
this.areaTexture.flipY = false;
this.weightsMaterial.uniforms.tArea.value = this.areaTexture;
/**
* SMAA blend shader material.
*
* @type {SMAABlendMaterial}
* @private
*/
this.blendMaterial = new SMAABlendMaterial();
this.blendMaterial.uniforms.tWeights.value = this.renderTargetWeights.texture;
}
/**
* Renders the effect.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [delta] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
// Detect color edges.
this.setFullscreenMaterial(this.colorEdgesMaterial);
this.colorEdgesMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
this.clearPass.render(renderer, this.renderTargetColorEdges);
renderer.render(this.scene, this.camera, this.renderTargetColorEdges);
// Compute edge weights.
this.setFullscreenMaterial(this.weightsMaterial);
renderer.render(this.scene, this.camera, this.renderTargetWeights);
// Apply the antialiasing filter to the colors.
this.setFullscreenMaterial(this.blendMaterial);
this.blendMaterial.uniforms.tDiffuse.value = inputBuffer.texture;
renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
}
/**
* Updates the size of this pass.
*
* @param {Number} width - The width.
* @param {Number} height - The height.
*/
setSize(width, height) {
this.renderTargetColorEdges.setSize(width, height);
this.renderTargetWeights.setSize(width, height);
this.colorEdgesMaterial.uniforms.texelSize.value.copy(
this.weightsMaterial.uniforms.texelSize.value.copy(
this.blendMaterial.uniforms.texelSize.value.set(
1.0 / width, 1.0 / height)));
}
/**
* The SMAA search image, encoded as a base64 data URL.
*
* Use this image data to create an Image instance and use it together with
* the area image to create an SMAAPass.
*
* @type {String}
* @example
* const searchImage = new Image();
* searchImage.addEventListener("load", progress);
* searchImage.src = SMAAPass.searchImageDataURL;
*/
static get searchImageDataURL() {
return searchImageDataURL;
}
/**
* The SMAA area image, encoded as a base64 data URL.
*
* Use this image data to create an Image instance and use it together with
* the search image to create an SMAAPass.
*
* @type {String}
* @example
* const areaImage = new Image();
* areaImage.addEventListener("load", progress);
* areaImage.src = SMAAPass.areaImageDataURL;
*/
static get areaImageDataURL() {
return areaImageDataURL;
}
}