| 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 };
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