| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408 | 
							- import {
 
- 	AdditiveBlending,
 
- 	Color,
 
- 	LinearFilter,
 
- 	MeshBasicMaterial,
 
- 	RGBAFormat,
 
- 	ShaderMaterial,
 
- 	UniformsUtils,
 
- 	Vector2,
 
- 	Vector3,
 
- 	WebGLRenderTarget
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { CopyShader } from '../shaders/CopyShader.js';
 
- import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
 
- /**
 
-  * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
 
-  * mip map chain of bloom textures and blurs them with different radii. Because
 
-  * of the weighted combination of mips, and because larger blurs are done on
 
-  * higher mips, this effect provides good quality and performance.
 
-  *
 
-  * Reference:
 
-  * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
 
-  */
 
- class UnrealBloomPass extends Pass {
 
- 	constructor( resolution, strength, radius, threshold ) {
 
- 		super();
 
- 		this.strength = ( strength !== undefined ) ? strength : 1;
 
- 		this.radius = radius;
 
- 		this.threshold = threshold;
 
- 		this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
 
- 		// create color only once here, reuse it later inside the render function
 
- 		this.clearColor = new Color( 0, 0, 0 );
 
- 		// render targets
 
- 		const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
 
- 		this.renderTargetsHorizontal = [];
 
- 		this.renderTargetsVertical = [];
 
- 		this.nMips = 5;
 
- 		let resx = Math.round( this.resolution.x / 2 );
 
- 		let resy = Math.round( this.resolution.y / 2 );
 
- 		this.renderTargetBright = new WebGLRenderTarget( resx, resy, pars );
 
- 		this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
 
- 		this.renderTargetBright.texture.generateMipmaps = false;
 
- 		for ( let i = 0; i < this.nMips; i ++ ) {
 
- 			const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, pars );
 
- 			renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
 
- 			renderTargetHorizonal.texture.generateMipmaps = false;
 
- 			this.renderTargetsHorizontal.push( renderTargetHorizonal );
 
- 			const renderTargetVertical = new 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 ( LuminosityHighPassShader === undefined )
 
- 			console.error( 'THREE.UnrealBloomPass relies on LuminosityHighPassShader' );
 
- 		const highPassShader = LuminosityHighPassShader;
 
- 		this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
 
- 		this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
 
- 		this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
 
- 		this.materialHighPassFilter = new ShaderMaterial( {
 
- 			uniforms: this.highPassUniforms,
 
- 			vertexShader: highPassShader.vertexShader,
 
- 			fragmentShader: highPassShader.fragmentShader,
 
- 			defines: {}
 
- 		} );
 
- 		// Gaussian Blur Materials
 
- 		this.separableBlurMaterials = [];
 
- 		const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
 
- 		resx = Math.round( this.resolution.x / 2 );
 
- 		resy = Math.round( this.resolution.y / 2 );
 
- 		for ( let i = 0; i < this.nMips; i ++ ) {
 
- 			this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
 
- 			this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new 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;
 
- 		const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
 
- 		this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
 
- 		this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
 
- 		this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
 
- 		// copy material
 
- 		if ( CopyShader === undefined ) {
 
- 			console.error( 'THREE.UnrealBloomPass relies on CopyShader' );
 
- 		}
 
- 		const copyShader = CopyShader;
 
- 		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
 
- 		this.copyUniforms[ 'opacity' ].value = 1.0;
 
- 		this.materialCopy = new ShaderMaterial( {
 
- 			uniforms: this.copyUniforms,
 
- 			vertexShader: copyShader.vertexShader,
 
- 			fragmentShader: copyShader.fragmentShader,
 
- 			blending: AdditiveBlending,
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			transparent: true
 
- 		} );
 
- 		this.enabled = true;
 
- 		this.needsSwap = false;
 
- 		this._oldClearColor = new Color();
 
- 		this.oldClearAlpha = 1;
 
- 		this.basic = new MeshBasicMaterial();
 
- 		this.fsQuad = new FullScreenQuad( null );
 
- 	}
 
- 	dispose() {
 
- 		for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
 
- 			this.renderTargetsHorizontal[ i ].dispose();
 
- 		}
 
- 		for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
 
- 			this.renderTargetsVertical[ i ].dispose();
 
- 		}
 
- 		this.renderTargetBright.dispose();
 
- 	}
 
- 	setSize( width, height ) {
 
- 		let resx = Math.round( width / 2 );
 
- 		let resy = Math.round( height / 2 );
 
- 		this.renderTargetBright.setSize( resx, resy );
 
- 		for ( let 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 Vector2( resx, resy );
 
- 			resx = Math.round( resx / 2 );
 
- 			resy = Math.round( resy / 2 );
 
- 		}
 
- 	}
 
- 	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
 
- 		renderer.getClearColor( this._oldClearColor );
 
- 		this.oldClearAlpha = renderer.getClearAlpha();
 
- 		const oldAutoClear = renderer.autoClear;
 
- 		renderer.autoClear = false;
 
- 		renderer.setClearColor( this.clearColor, 0 );
 
- 		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
 
- 		// 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
 
- 		let inputRenderTarget = this.renderTargetBright;
 
- 		for ( let 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 = 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 = 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.state.buffers.stencil.setTest( true );
 
- 		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( kernelRadius ) {
 
- 		return new ShaderMaterial( {
 
- 			defines: {
 
- 				'KERNEL_RADIUS': kernelRadius,
 
- 				'SIGMA': kernelRadius
 
- 			},
 
- 			uniforms: {
 
- 				'colorTexture': { value: null },
 
- 				'texSize': { value: new Vector2( 0.5, 0.5 ) },
 
- 				'direction': { value: new Vector2( 0.5, 0.5 ) }
 
- 			},
 
- 			vertexShader:
 
- 				`varying vec2 vUv;
 
- 				void main() {
 
- 					vUv = uv;
 
- 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 				}`,
 
- 			fragmentShader:
 
- 				`#include <common>
 
- 				varying vec2 vUv;
 
- 				uniform sampler2D colorTexture;
 
- 				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() {
 
- 					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);
 
- 				}`
 
- 		} );
 
- 	}
 
- 	getCompositeMaterial( nMips ) {
 
- 		return new 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;
 
- 				void main() {
 
- 					vUv = uv;
 
- 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 				}`,
 
- 			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) );
 
- 				}`
 
- 		} );
 
- 	}
 
- }
 
- UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
 
- UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
 
- export { UnrealBloomPass };
 
 
  |