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| /** | |
| * @author spidersharma / http://eduperiment.com/ | |
| * | |
| * Inspired from Unreal Engine | |
| * https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/ | |
| */ | |
| THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) { | |
| THREE.Pass.call( this ); | |
| this.strength = ( strength !== undefined ) ? strength : 1; | |
| this.radius = radius; | |
| this.threshold = threshold; | |
| this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 ); | |
| // create color only once here, reuse it later inside the render function | |
| this.clearColor = new THREE.Color( 0, 0, 0 ); | |
| // render targets | |
| var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; | |
| this.renderTargetsHorizontal = []; | |
| this.renderTargetsVertical = []; | |
| this.nMips = 5; | |
| var resx = Math.round( this.resolution.x / 2 ); | |
| var resy = Math.round( this.resolution.y / 2 ); | |
| this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars ); | |
| this.renderTargetBright.texture.name = "UnrealBloomPass.bright"; | |
| this.renderTargetBright.texture.generateMipmaps = false; | |
| for ( var i = 0; i < this.nMips; i ++ ) { | |
| var renderTargetHorizonal = new THREE.WebGLRenderTarget( resx, resy, pars ); | |
| renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i; | |
| renderTargetHorizonal.texture.generateMipmaps = false; | |
| this.renderTargetsHorizontal.push( renderTargetHorizonal ); | |
| var renderTargetVertical = new THREE.WebGLRenderTarget( resx, resy, pars ); | |
| renderTargetVertical.texture.name = "UnrealBloomPass.v" + i; | |
| renderTargetVertical.texture.generateMipmaps = false; | |
| this.renderTargetsVertical.push( renderTargetVertical ); | |
| resx = Math.round( resx / 2 ); | |
| resy = Math.round( resy / 2 ); | |
| } | |
| // luminosity high pass material | |
| if ( THREE.LuminosityHighPassShader === undefined ) | |
| console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" ); | |
| var highPassShader = THREE.LuminosityHighPassShader; | |
| this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms ); | |
| this.highPassUniforms[ "luminosityThreshold" ].value = threshold; | |
| this.highPassUniforms[ "smoothWidth" ].value = 0.01; | |
| this.materialHighPassFilter = new THREE.ShaderMaterial( { | |
| uniforms: this.highPassUniforms, | |
| vertexShader: highPassShader.vertexShader, | |
| fragmentShader: highPassShader.fragmentShader, | |
| defines: {} | |
| } ); | |
| // Gaussian Blur Materials | |
| this.separableBlurMaterials = []; | |
| var kernelSizeArray = [ 3, 5, 7, 9, 11 ]; | |
| var resx = Math.round( this.resolution.x / 2 ); | |
| var resy = Math.round( this.resolution.y / 2 ); | |
| for ( var i = 0; i < this.nMips; i ++ ) { | |
| this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) ); | |
| this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); | |
| resx = Math.round( resx / 2 ); | |
| resy = Math.round( resy / 2 ); | |
| } | |
| // Composite material | |
| this.compositeMaterial = this.getCompositeMaterial( this.nMips ); | |
| this.compositeMaterial.uniforms[ "blurTexture1" ].value = this.renderTargetsVertical[ 0 ].texture; | |
| this.compositeMaterial.uniforms[ "blurTexture2" ].value = this.renderTargetsVertical[ 1 ].texture; | |
| this.compositeMaterial.uniforms[ "blurTexture3" ].value = this.renderTargetsVertical[ 2 ].texture; | |
| this.compositeMaterial.uniforms[ "blurTexture4" ].value = this.renderTargetsVertical[ 3 ].texture; | |
| this.compositeMaterial.uniforms[ "blurTexture5" ].value = this.renderTargetsVertical[ 4 ].texture; | |
| this.compositeMaterial.uniforms[ "bloomStrength" ].value = strength; | |
| this.compositeMaterial.uniforms[ "bloomRadius" ].value = 0.1; | |
| this.compositeMaterial.needsUpdate = true; | |
| var bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ]; | |
| this.compositeMaterial.uniforms[ "bloomFactors" ].value = bloomFactors; | |
| this.bloomTintColors = [ new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), | |
| new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ) ]; | |
| this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors; | |
| // copy material | |
| if ( THREE.CopyShader === undefined ) { | |
| console.error( "THREE.BloomPass relies on THREE.CopyShader" ); | |
| } | |
| var copyShader = THREE.CopyShader; | |
| this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); | |
| this.copyUniforms[ "opacity" ].value = 1.0; | |
| this.materialCopy = new THREE.ShaderMaterial( { | |
| uniforms: this.copyUniforms, | |
| vertexShader: copyShader.vertexShader, | |
| fragmentShader: copyShader.fragmentShader, | |
| blending: THREE.AdditiveBlending, | |
| depthTest: false, | |
| depthWrite: false, | |
| transparent: true | |
| } ); | |
| this.enabled = true; | |
| this.needsSwap = false; | |
| this.oldClearColor = new THREE.Color(); | |
| this.oldClearAlpha = 1; | |
| this.basic = new THREE.MeshBasicMaterial(); | |
| this.fsQuad = new THREE.Pass.FullScreenQuad( null ); | |
| }; | |
| THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { | |
| constructor: THREE.UnrealBloomPass, | |
| dispose: function () { | |
| for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) { | |
| this.renderTargetsHorizontal[ i ].dispose(); | |
| } | |
| for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) { | |
| this.renderTargetsVertical[ i ].dispose(); | |
| } | |
| this.renderTargetBright.dispose(); | |
| }, | |
| setSize: function ( width, height ) { | |
| var resx = Math.round( width / 2 ); | |
| var resy = Math.round( height / 2 ); | |
| this.renderTargetBright.setSize( resx, resy ); | |
| for ( var i = 0; i < this.nMips; i ++ ) { | |
| this.renderTargetsHorizontal[ i ].setSize( resx, resy ); | |
| this.renderTargetsVertical[ i ].setSize( resx, resy ); | |
| this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); | |
| resx = Math.round( resx / 2 ); | |
| resy = Math.round( resy / 2 ); | |
| } | |
| }, | |
| render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { | |
| this.oldClearColor.copy( renderer.getClearColor() ); | |
| this.oldClearAlpha = renderer.getClearAlpha(); | |
| var oldAutoClear = renderer.autoClear; | |
| renderer.autoClear = false; | |
| renderer.setClearColor( this.clearColor, 0 ); | |
| if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST ); | |
| // Render input to screen | |
| if ( this.renderToScreen ) { | |
| this.fsQuad.material = this.basic; | |
| this.basic.map = readBuffer.texture; | |
| renderer.setRenderTarget( null ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| } | |
| // 1. Extract Bright Areas | |
| this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture; | |
| this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold; | |
| this.fsQuad.material = this.materialHighPassFilter; | |
| renderer.setRenderTarget( this.renderTargetBright ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| // 2. Blur All the mips progressively | |
| var inputRenderTarget = this.renderTargetBright; | |
| for ( var i = 0; i < this.nMips; i ++ ) { | |
| this.fsQuad.material = this.separableBlurMaterials[ i ]; | |
| this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = inputRenderTarget.texture; | |
| this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX; | |
| renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture; | |
| this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY; | |
| renderer.setRenderTarget( this.renderTargetsVertical[ i ] ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| inputRenderTarget = this.renderTargetsVertical[ i ]; | |
| } | |
| // Composite All the mips | |
| this.fsQuad.material = this.compositeMaterial; | |
| this.compositeMaterial.uniforms[ "bloomStrength" ].value = this.strength; | |
| this.compositeMaterial.uniforms[ "bloomRadius" ].value = this.radius; | |
| this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors; | |
| renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] ); | |
| renderer.clear(); | |
| this.fsQuad.render( renderer ); | |
| // Blend it additively over the input texture | |
| this.fsQuad.material = this.materialCopy; | |
| this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture; | |
| if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST ); | |
| if ( this.renderToScreen ) { | |
| renderer.setRenderTarget( null ); | |
| this.fsQuad.render( renderer ); | |
| } else { | |
| renderer.setRenderTarget( readBuffer ); | |
| this.fsQuad.render( renderer ); | |
| } | |
| // Restore renderer settings | |
| renderer.setClearColor( this.oldClearColor, this.oldClearAlpha ); | |
| renderer.autoClear = oldAutoClear; | |
| }, | |
| getSeperableBlurMaterial: function ( kernelRadius ) { | |
| return new THREE.ShaderMaterial( { | |
| defines: { | |
| "KERNEL_RADIUS": kernelRadius, | |
| "SIGMA": kernelRadius | |
| }, | |
| uniforms: { | |
| "colorTexture": { value: null }, | |
| "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) }, | |
| "direction": { value: new THREE.Vector2( 0.5, 0.5 ) } | |
| }, | |
| vertexShader: | |
| "varying vec2 vUv;\n\ | |
| void main() {\n\ | |
| vUv = uv;\n\ | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ | |
| }", | |
| fragmentShader: | |
| "#include <common>\ | |
| varying vec2 vUv;\n\ | |
| uniform sampler2D colorTexture;\n\ | |
| uniform vec2 texSize;\ | |
| uniform vec2 direction;\ | |
| \ | |
| float gaussianPdf(in float x, in float sigma) {\ | |
| return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\ | |
| }\ | |
| void main() {\n\ | |
| vec2 invSize = 1.0 / texSize;\ | |
| float fSigma = float(SIGMA);\ | |
| float weightSum = gaussianPdf(0.0, fSigma);\ | |
| vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\ | |
| for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\ | |
| float x = float(i);\ | |
| float w = gaussianPdf(x, fSigma);\ | |
| vec2 uvOffset = direction * invSize * x;\ | |
| vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\ | |
| vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\ | |
| diffuseSum += (sample1 + sample2) * w;\ | |
| weightSum += 2.0 * w;\ | |
| }\ | |
| gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\ | |
| }" | |
| } ); | |
| }, | |
| getCompositeMaterial: function ( nMips ) { | |
| return new THREE.ShaderMaterial( { | |
| defines: { | |
| "NUM_MIPS": nMips | |
| }, | |
| uniforms: { | |
| "blurTexture1": { value: null }, | |
| "blurTexture2": { value: null }, | |
| "blurTexture3": { value: null }, | |
| "blurTexture4": { value: null }, | |
| "blurTexture5": { value: null }, | |
| "dirtTexture": { value: null }, | |
| "bloomStrength": { value: 1.0 }, | |
| "bloomFactors": { value: null }, | |
| "bloomTintColors": { value: null }, | |
| "bloomRadius": { value: 0.0 } | |
| }, | |
| vertexShader: | |
| "varying vec2 vUv;\n\ | |
| void main() {\n\ | |
| vUv = uv;\n\ | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ | |
| }", | |
| fragmentShader: | |
| "varying vec2 vUv;\ | |
| uniform sampler2D blurTexture1;\ | |
| uniform sampler2D blurTexture2;\ | |
| uniform sampler2D blurTexture3;\ | |
| uniform sampler2D blurTexture4;\ | |
| uniform sampler2D blurTexture5;\ | |
| uniform sampler2D dirtTexture;\ | |
| uniform float bloomStrength;\ | |
| uniform float bloomRadius;\ | |
| uniform float bloomFactors[NUM_MIPS];\ | |
| uniform vec3 bloomTintColors[NUM_MIPS];\ | |
| \ | |
| float lerpBloomFactor(const in float factor) { \ | |
| float mirrorFactor = 1.2 - factor;\ | |
| return mix(factor, mirrorFactor, bloomRadius);\ | |
| }\ | |
| \ | |
| void main() {\ | |
| gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \ | |
| lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \ | |
| lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \ | |
| lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \ | |
| lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\ | |
| }" | |
| } ); | |
| } | |
| } ); | |
| THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 ); | |
| THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 ); | |