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							- ( function () {
 
- 	/**
 
-  * 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 THREE.Pass {
 
- 		constructor( resolution, strength, radius, threshold ) {
 
- 			super();
 
- 			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
 
- 			const pars = {
 
- 				minFilter: THREE.LinearFilter,
 
- 				magFilter: THREE.LinearFilter,
 
- 				format: THREE.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 THREE.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 THREE.WebGLRenderTarget( resx, resy, pars );
 
- 				renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
 
- 				renderTargetHorizonal.texture.generateMipmaps = false;
 
- 				this.renderTargetsHorizontal.push( renderTargetHorizonal );
 
- 				const 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' );
 
- 			const 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 = [];
 
- 			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 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;
 
- 			const 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.UnrealBloomPass relies on THREE.CopyShader' );
 
- 			}
 
- 			const 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.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 THREE.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 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;
 
- 				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 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;
 
- 				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 THREE.Vector2( 1.0, 0.0 );
 
- 	UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
 
- 	THREE.UnrealBloomPass = UnrealBloomPass;
 
- } )();
 
 
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