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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 ); | |