src/effects/SMAAEffect.js
import {
Color,
LinearFilter,
NearestFilter,
RGBAFormat,
RGBFormat,
Texture,
Uniform,
WebGLRenderTarget
} from "three";
import { ColorEdgesMaterial, SMAAWeightsMaterial } from "../materials";
import { ClearPass, ShaderPass } from "../passes";
import { BlendFunction } from "./blending/BlendFunction.js";
import { Effect, EffectAttribute } from "./Effect.js";
import searchImageDataURL from "../images/smaa/searchImageDataURL.js";
import areaImageDataURL from "../images/smaa/areaImageDataURL.js";
import fragment from "./glsl/smaa/shader.frag";
import vertex from "./glsl/smaa/shader.vert";
/**
* 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 SMAAEffect extends Effect {
/**
* Constructs a new SMAA effect.
*
* @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("SMAAEffect", fragment, {
blendFunction: BlendFunction.NORMAL,
attributes: EffectAttribute.CONVOLUTION,
uniforms: new Map([
["weightMap", new Uniform(null)]
]),
vertexShader: vertex
});
/**
* A render target for the color edge detection.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetColorEdges = new WebGLRenderTarget(1, 1, {
minFilter: LinearFilter,
stencilBuffer: false,
depthBuffer: false,
format: RGBFormat
});
this.renderTargetColorEdges.texture.name = "SMAA.ColorEdges";
/**
* 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;
this.uniforms.get("weightMap").value = this.renderTargetWeights.texture;
/**
* A clear pass for the color edges buffer.
*
* @type {ClearPass}
* @private
*/
this.clearPass = new ClearPass(true, false, false);
this.clearPass.overrideClearColor = new Color(0x000000);
this.clearPass.overrideClearAlpha = 1.0;
/**
* A color edge detection pass.
*
* @type {ShaderPass}
* @private
*/
this.colorEdgesPass = new ShaderPass(new ColorEdgesMaterial());
/**
* An SMAA weights pass.
*
* @type {ShaderPass}
* @private
*/
this.weightsPass = new ShaderPass(new SMAAWeightsMaterial());
this.weightsPass.getFullscreenMaterial().uniforms.searchTexture.value = (() => {
const searchTexture = new Texture(searchImage);
searchTexture.name = "SMAA.Search";
searchTexture.magFilter = NearestFilter;
searchTexture.minFilter = NearestFilter;
searchTexture.format = RGBAFormat;
searchTexture.generateMipmaps = false;
searchTexture.needsUpdate = true;
searchTexture.flipY = false;
return searchTexture;
})();
this.weightsPass.getFullscreenMaterial().uniforms.areaTexture.value = (() => {
const areaTexture = new Texture(areaImage);
areaTexture.name = "SMAA.Area";
areaTexture.minFilter = LinearFilter;
areaTexture.format = RGBAFormat;
areaTexture.generateMipmaps = false;
areaTexture.needsUpdate = true;
areaTexture.flipY = false;
return areaTexture;
})();
}
/**
* Sets the edge detection sensitivity.
*
* See {@link ColorEdgesMaterial#setEdgeDetectionThreshold} for more details.
*
* @param {Number} threshold - The edge detection sensitivity. Range: [0.05, 0.5].
*/
setEdgeDetectionThreshold(threshold) {
this.colorEdgesPass.getFullscreenMaterial().setEdgeDetectionThreshold(threshold);
}
/**
* Sets the maximum amount of horizontal/vertical search steps.
*
* See {@link SMAAWeightsMaterial#setOrthogonalSearchSteps} for more details.
*
* @param {Number} steps - The search steps. Range: [0, 112].
*/
setOrthogonalSearchSteps(steps) {
this.weightsPass.getFullscreenMaterial().setOrthogonalSearchSteps(steps);
}
/**
* Updates this effect.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
*/
update(renderer, inputBuffer, deltaTime) {
this.clearPass.render(renderer, this.renderTargetColorEdges);
this.colorEdgesPass.render(renderer, inputBuffer, this.renderTargetColorEdges);
this.weightsPass.render(renderer, this.renderTargetColorEdges, this.renderTargetWeights);
}
/**
* Updates the size of internal render targets.
*
* @param {Number} width - The width.
* @param {Number} height - The height.
*/
setSize(width, height) {
this.renderTargetColorEdges.setSize(width, height);
this.renderTargetWeights.setSize(width, height);
this.colorEdgesPass.getFullscreenMaterial().uniforms.texelSize.value.copy(
this.weightsPass.getFullscreenMaterial().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 {@link SMAAEffect}.
*
* @type {String}
* @example
* const searchImage = new Image();
* searchImage.addEventListener("load", progress);
* searchImage.src = SMAAEffect.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 {@link SMAAEffect}.
*
* @type {String}
* @example
* const areaImage = new Image();
* areaImage.addEventListener("load", progress);
* areaImage.src = SMAAEffect.areaImageDataURL;
*/
static get areaImageDataURL() {
return areaImageDataURL;
}
}