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DRAFT: enable MSAA with WebGLMultisampledRenderTarget without EffectComposer #16895

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57 changes: 25 additions & 32 deletions examples/webgl2_multisampled_renderbuffers.html
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@
IcosahedronBufferGeometry,
Mesh,
MeshStandardMaterial,
RGBFormat,
RGBAFormat,
Scene,
Vector2,
WebGLRenderer,
Expand All @@ -65,9 +65,13 @@

}

var camera, scene, renderer, clock, group, container;
var camera, scene, renderer, clock, group, container, renderTarget;

var composer1, composer2;
var parameters = {
format: RGBAFormat,
stencilBuffer: false,
samples: 4
};

init();
animate();
Expand All @@ -76,7 +80,7 @@

container = document.getElementById( 'container' );

camera = new PerspectiveCamera( 45, ( container.offsetWidth * 0.5 ) / container.offsetHeight, 1, 2000 );
camera = new PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 2000 );
camera.position.z = 500;

scene = new Scene();
Expand Down Expand Up @@ -123,32 +127,14 @@
renderer = new WebGLRenderer( { canvas: canvas, context: context } );
renderer.autoClear = false;
renderer.setSize( container.offsetWidth, container.offsetHeight );
renderer.setScissorTest( true );
container.appendChild( renderer.domElement );

//

var parameters = {
format: RGBFormat,
stencilBuffer: false
};

var size = renderer.getDrawingBufferSize( new Vector2() );
var renderTarget = new WebGLMultisampleRenderTarget( size.width, size.height, parameters );

var renderPass = new RenderPass( scene, camera );
var copyPass = new ShaderPass( CopyShader );

//

composer1 = new EffectComposer( renderer, renderTarget );
composer1.addPass( renderPass );
composer1.addPass( copyPass );

//

composer2 = new EffectComposer( renderer );
composer2.addPass( renderPass );
composer2.addPass( copyPass );
renderTarget = new WebGLMultisampleRenderTarget( size.width, size.height, parameters );
renderTarget.directToCanvas = true;

//

Expand All @@ -158,12 +144,17 @@

function onWindowResize() {

camera.aspect = ( container.offsetWidth * 0.5 ) / container.offsetHeight;
camera.aspect = container.offsetWidth / container.offsetHeight;
camera.updateProjectionMatrix();

renderer.setSize( container.offsetWidth, container.offsetHeight );
composer1.setSize( container.offsetWidth, container.offsetHeight );
composer2.setSize( container.offsetWidth, container.offsetHeight );

renderTarget.dispose();

var size = renderer.getDrawingBufferSize( new Vector2() );

renderTarget = new WebGLMultisampleRenderTarget( size.width, size.height, parameters );
renderTarget.directToCanvas = true;

}

Expand All @@ -175,13 +166,15 @@

group.rotation.y += clock.getDelta() * 0.1;

renderer.setViewport( 0, 0, halfWidth, container.offsetHeight );
renderer.setScissor( 0, 0, halfWidth, container.offsetHeight );

composer1.render();
renderer.setRenderTarget( renderTarget );
renderer.render( scene, camera );

renderer.setViewport( halfWidth, 0, halfWidth, container.offsetHeight );
renderer.setScissor( halfWidth, 0, halfWidth, container.offsetHeight );

composer2.render();
renderer.setRenderTarget( null );
renderer.render( scene, camera );

}

Expand Down
16 changes: 11 additions & 5 deletions src/renderers/webgl/WebGLTextures.js
Original file line number Diff line number Diff line change
Expand Up @@ -928,6 +928,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
var directToCanvas = ( isMultisample && renderTarget.directToCanvas );

// Setup framebuffer

Expand All @@ -943,7 +944,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,

} else {

renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
renderTargetProperties.__webglFramebuffer = directToCanvas ? null : _gl.createFramebuffer();

if ( isMultisample ) {

Expand Down Expand Up @@ -1004,7 +1005,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,

state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

} else {
} else if ( ! directToCanvas ) {

state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, supportsMips );
Expand All @@ -1022,7 +1023,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,

// Setup depth and stencil buffers

if ( renderTarget.depthBuffer ) {
if ( renderTarget.depthBuffer && ! directToCanvas ) {

setupDepthRenderbuffer( renderTarget );

Expand Down Expand Up @@ -1063,10 +1064,15 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
var height = renderTarget.height;
var mask = _gl.COLOR_BUFFER_BIT;

if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
if ( ! renderTarget.directToCanvas ) {

if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;

}

_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
if ( renderTarget.directToCanvas ) _gl.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );

} else {

Expand Down