src/effects/SMAAEffect.js
import {
Color,
LinearFilter,
NearestFilter,
RGBAFormat,
RGBFormat,
Texture,
Uniform,
Vector2,
WebGLRenderTarget
} from "three";
import { EdgeDetectionMaterial, EdgeDetectionMode, SMAAWeightsMaterial } from "../materials";
import { ClearPass, ShaderPass } from "../passes";
import { BlendFunction } from "./blending/BlendFunction";
import { Effect, EffectAttribute } from "./Effect";
import searchImageDataURL from "../images/smaa/searchImageDataURL";
import areaImageDataURL from "../images/smaa/areaImageDataURL";
import fragmentShader from "./glsl/smaa/shader.frag";
import vertexShader from "./glsl/smaa/shader.vert";
/**
* Subpixel Morphological Antialiasing (SMAA).
*
* 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 SMAAImageLoader}.
* @param {Image} areaImage - The SMAA area image. Preload this image using the {@link SMAAImageLoader}.
* @param {SMAAPreset} [preset=SMAAPreset.HIGH] - An SMAA quality preset.
* @param {EdgeDetectionMode} [edgeDetectionMode=EdgeDetectionMode.COLOR] - The edge detection mode.
*/
constructor(searchImage, areaImage, preset = SMAAPreset.HIGH, edgeDetectionMode = EdgeDetectionMode.COLOR) {
super("SMAAEffect", fragmentShader, {
vertexShader,
blendFunction: BlendFunction.NORMAL,
attributes: EffectAttribute.CONVOLUTION | EffectAttribute.DEPTH,
uniforms: new Map([
["weightMap", new Uniform(null)]
])
});
/**
* A render target for the edge detection.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetEdges = new WebGLRenderTarget(1, 1, {
minFilter: LinearFilter,
stencilBuffer: false,
depthBuffer: false,
format: RGBFormat
});
this.renderTargetEdges.texture.name = "SMAA.Edges";
/**
* A render target for the edge weights.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetWeights = this.renderTargetEdges.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 edges buffer.
*
* @type {ClearPass}
* @private
*/
this.clearPass = new ClearPass(true, false, false);
this.clearPass.overrideClearColor = new Color(0x000000);
this.clearPass.overrideClearAlpha = 1.0;
/**
* An edge detection pass.
*
* @type {ShaderPass}
* @private
*/
this.edgeDetectionPass = new ShaderPass(
new EdgeDetectionMaterial(new Vector2(), edgeDetectionMode)
);
/**
* An SMAA weights pass.
*
* @type {ShaderPass}
* @private
*/
this.weightsPass = new ShaderPass(new SMAAWeightsMaterial());
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 = true;
const areaTexture = new Texture(areaImage);
areaTexture.name = "SMAA.Area";
areaTexture.minFilter = LinearFilter;
areaTexture.format = RGBAFormat;
areaTexture.generateMipmaps = false;
areaTexture.needsUpdate = true;
areaTexture.flipY = false;
const weightsMaterial = this.weightsPass.getFullscreenMaterial();
weightsMaterial.uniforms.searchTexture.value = searchTexture;
weightsMaterial.uniforms.areaTexture.value = areaTexture;
this.applyPreset(preset);
}
/**
* The internal edge detection material.
*
* @type {EdgeDetectionMaterial}
*/
get edgeDetectionMaterial() {
return this.edgeDetectionPass.getFullscreenMaterial();
}
/**
* The internal edge detection material.
*
* @type {EdgeDetectionMaterial}
* @deprecated Use edgeDetectionMaterial instead.
*/
get colorEdgesMaterial() {
return this.edgeDetectionMaterial;
}
/**
* The internal edge weights material.
*
* @type {SMAAWeightsMaterial}
*/
get weightsMaterial() {
return this.weightsPass.getFullscreenMaterial();
}
/**
* Sets the edge detection sensitivity.
*
* See {@link EdgeDetectionMaterial#setEdgeDetectionThreshold} for more details.
*
* @deprecated Use applyPreset or edgeDetectionMaterial instead.
* @param {Number} threshold - The edge detection sensitivity. Range: [0.05, 0.5].
*/
setEdgeDetectionThreshold(threshold) {
this.edgeDetectionPass.getFullscreenMaterial().setEdgeDetectionThreshold(threshold);
}
/**
* Sets the maximum amount of horizontal/vertical search steps.
*
* See {@link SMAAWeightsMaterial#setOrthogonalSearchSteps} for more details.
*
* @deprecated Use applyPreset or weightsMaterial instead.
* @param {Number} steps - The search steps. Range: [0, 112].
*/
setOrthogonalSearchSteps(steps) {
this.weightsPass.getFullscreenMaterial().setOrthogonalSearchSteps(steps);
}
/**
* Applies the given quality preset.
*
* @param {SMAAPreset} preset - The preset.
*/
applyPreset(preset) {
const edgeDetectionMaterial = this.edgeDetectionMaterial;
const weightsMaterial = this.weightsMaterial;
switch(preset) {
case SMAAPreset.LOW:
edgeDetectionMaterial.setEdgeDetectionThreshold(0.15);
weightsMaterial.setOrthogonalSearchSteps(4);
weightsMaterial.diagonalDetection = false;
weightsMaterial.cornerRounding = false;
break;
case SMAAPreset.MEDIUM:
edgeDetectionMaterial.setEdgeDetectionThreshold(0.1);
weightsMaterial.setOrthogonalSearchSteps(8);
weightsMaterial.diagonalDetection = false;
weightsMaterial.cornerRounding = false;
break;
case SMAAPreset.HIGH:
edgeDetectionMaterial.setEdgeDetectionThreshold(0.1);
weightsMaterial.setOrthogonalSearchSteps(16);
weightsMaterial.setDiagonalSearchSteps(8);
weightsMaterial.setCornerRounding(25);
weightsMaterial.diagonalDetection = true;
weightsMaterial.cornerRounding = true;
break;
case SMAAPreset.ULTRA:
edgeDetectionMaterial.setEdgeDetectionThreshold(0.05);
weightsMaterial.setOrthogonalSearchSteps(32);
weightsMaterial.setDiagonalSearchSteps(16);
weightsMaterial.setCornerRounding(25);
weightsMaterial.diagonalDetection = true;
weightsMaterial.cornerRounding = true;
break;
}
}
/**
* Sets the depth texture.
*
* @param {Texture} depthTexture - A depth texture.
* @param {Number} [depthPacking=0] - The depth packing.
*/
setDepthTexture(depthTexture, depthPacking = 0) {
const material = this.edgeDetectionMaterial;
material.uniforms.depthBuffer.value = depthTexture;
material.depthPacking = depthPacking;
}
/**
* 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.renderTargetEdges);
this.edgeDetectionPass.render(renderer, inputBuffer, this.renderTargetEdges);
this.weightsPass.render(renderer, this.renderTargetEdges, this.renderTargetWeights);
}
/**
* Updates the size of internal render targets.
*
* @param {Number} width - The width.
* @param {Number} height - The height.
*/
setSize(width, height) {
const edgeDetectionMaterial = this.edgeDetectionPass.getFullscreenMaterial();
const weightsMaterial = this.weightsPass.getFullscreenMaterial();
this.renderTargetEdges.setSize(width, height);
this.renderTargetWeights.setSize(width, height);
weightsMaterial.uniforms.resolution.value.set(width, height);
weightsMaterial.uniforms.texelSize.value.set(1.0 / width, 1.0 / height);
edgeDetectionMaterial.uniforms.texelSize.value.copy(weightsMaterial.uniforms.texelSize.value);
}
/**
* Deletes internal render targets and textures.
*/
dispose() {
const uniforms = this.weightsPass.getFullscreenMaterial().uniforms;
uniforms.searchTexture.value.dispose();
uniforms.areaTexture.value.dispose();
super.dispose();
}
/**
* 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}
* @deprecated Use SMAAImageLoader instead.
* @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}
* @deprecated Use SMAAImageLoader instead.
* @example
* const areaImage = new Image();
* areaImage.addEventListener("load", progress);
* areaImage.src = SMAAEffect.areaImageDataURL;
*/
static get areaImageDataURL() {
return areaImageDataURL;
}
}
/**
* An enumeration of SMAA presets.
*
* @type {Object}
* @property {Number} LOW - Results in around 60% of the maximum quality.
* @property {Number} MEDIUM - Results in around 80% of the maximum quality.
* @property {Number} HIGH - Results in around 95% of the maximum quality.
* @property {Number} ULTRA - Results in around 99% of the maximum quality.
*/
export const SMAAPreset = {
LOW: 0,
MEDIUM: 1,
HIGH: 2,
ULTRA: 3
};