webvr js meetup initial commit
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119
node_modules/three/examples/js/postprocessing/TAARenderPass.js
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119
node_modules/three/examples/js/postprocessing/TAARenderPass.js
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/**
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*
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* Temporal Anti-Aliasing Render Pass
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*
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* @author bhouston / http://clara.io/
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*
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* When there is no motion in the scene, the TAA render pass accumulates jittered camera samples across frames to create a high quality anti-aliased result.
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*
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* References:
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*
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* TODO: Add support for motion vector pas so that accumulation of samples across frames can occur on dynamics scenes.
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*
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*/
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THREE.TAARenderPass = function ( scene, camera, params ) {
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if ( THREE.SSAARenderPass === undefined ) {
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console.error( "THREE.TAARenderPass relies on THREE.SSAARenderPass" );
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}
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THREE.SSAARenderPass.call( this, scene, camera, params );
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this.sampleLevel = 0;
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this.accumulate = false;
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};
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THREE.TAARenderPass.JitterVectors = THREE.SSAARenderPass.JitterVectors;
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THREE.TAARenderPass.prototype = Object.assign( Object.create( THREE.SSAARenderPass.prototype ), {
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constructor: THREE.TAARenderPass,
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render: function ( renderer, writeBuffer, readBuffer, delta ) {
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if( ! this.accumulate ) {
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THREE.SSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, delta );
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this.accumulateIndex = -1;
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return;
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}
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var jitterOffsets = THREE.TAARenderPass.JitterVectors[ 5 ];
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if ( ! this.sampleRenderTarget ) {
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this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
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}
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if ( ! this.holdRenderTarget ) {
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this.holdRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params );
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}
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if( this.accumulate && this.accumulateIndex === -1 ) {
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THREE.SSAARenderPass.prototype.render.call( this, renderer, this.holdRenderTarget, readBuffer, delta );
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this.accumulateIndex = 0;
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}
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var autoClear = renderer.autoClear;
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renderer.autoClear = false;
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var sampleWeight = 1.0 / ( jitterOffsets.length );
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if( this.accumulateIndex >= 0 && this.accumulateIndex < jitterOffsets.length ) {
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this.copyUniforms[ "opacity" ].value = sampleWeight;
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this.copyUniforms[ "tDiffuse" ].value = writeBuffer.texture;
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// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
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var numSamplesPerFrame = Math.pow( 2, this.sampleLevel );
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for ( var i = 0; i < numSamplesPerFrame; i ++ ) {
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var j = this.accumulateIndex;
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var jitterOffset = jitterOffsets[j];
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if ( this.camera.setViewOffset ) {
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this.camera.setViewOffset( readBuffer.width, readBuffer.height,
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jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
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readBuffer.width, readBuffer.height );
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}
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renderer.render( this.scene, this.camera, writeBuffer, true );
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renderer.render( this.scene2, this.camera2, this.sampleRenderTarget, ( this.accumulateIndex === 0 ) );
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this.accumulateIndex ++;
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if( this.accumulateIndex >= jitterOffsets.length ) break;
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}
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if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
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}
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var accumulationWeight = this.accumulateIndex * sampleWeight;
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if( accumulationWeight > 0 ) {
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this.copyUniforms[ "opacity" ].value = 1.0;
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this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
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renderer.render( this.scene2, this.camera2, writeBuffer, true );
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}
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if( accumulationWeight < 1.0 ) {
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this.copyUniforms[ "opacity" ].value = 1.0 - accumulationWeight;
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this.copyUniforms[ "tDiffuse" ].value = this.holdRenderTarget.texture;
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renderer.render( this.scene2, this.camera2, writeBuffer, ( accumulationWeight === 0 ) );
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}
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renderer.autoClear = autoClear;
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}
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});
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