UnrealBloomPass.js 12 KB

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  1. import {
  2. AdditiveBlending,
  3. Color,
  4. LinearFilter,
  5. MeshBasicMaterial,
  6. RGBAFormat,
  7. ShaderMaterial,
  8. UniformsUtils,
  9. Vector2,
  10. Vector3,
  11. WebGLRenderTarget
  12. } from '../../../build/three.module.js';
  13. import { Pass, FullScreenQuad } from './Pass.js';
  14. import { CopyShader } from '../shaders/CopyShader.js';
  15. import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
  16. /**
  17. * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
  18. * mip map chain of bloom textures and blurs them with different radii. Because
  19. * of the weighted combination of mips, and because larger blurs are done on
  20. * higher mips, this effect provides good quality and performance.
  21. *
  22. * Reference:
  23. * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
  24. */
  25. class UnrealBloomPass extends Pass {
  26. constructor( resolution, strength, radius, threshold ) {
  27. super();
  28. this.strength = ( strength !== undefined ) ? strength : 1;
  29. this.radius = radius;
  30. this.threshold = threshold;
  31. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  32. // create color only once here, reuse it later inside the render function
  33. this.clearColor = new Color( 0, 0, 0 );
  34. // render targets
  35. const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  36. this.renderTargetsHorizontal = [];
  37. this.renderTargetsVertical = [];
  38. this.nMips = 5;
  39. let resx = Math.round( this.resolution.x / 2 );
  40. let resy = Math.round( this.resolution.y / 2 );
  41. this.renderTargetBright = new WebGLRenderTarget( resx, resy, pars );
  42. this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
  43. this.renderTargetBright.texture.generateMipmaps = false;
  44. for ( let i = 0; i < this.nMips; i ++ ) {
  45. const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, pars );
  46. renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
  47. renderTargetHorizonal.texture.generateMipmaps = false;
  48. this.renderTargetsHorizontal.push( renderTargetHorizonal );
  49. const renderTargetVertical = new WebGLRenderTarget( resx, resy, pars );
  50. renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
  51. renderTargetVertical.texture.generateMipmaps = false;
  52. this.renderTargetsVertical.push( renderTargetVertical );
  53. resx = Math.round( resx / 2 );
  54. resy = Math.round( resy / 2 );
  55. }
  56. // luminosity high pass material
  57. if ( LuminosityHighPassShader === undefined )
  58. console.error( 'THREE.UnrealBloomPass relies on LuminosityHighPassShader' );
  59. const highPassShader = LuminosityHighPassShader;
  60. this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
  61. this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
  62. this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
  63. this.materialHighPassFilter = new ShaderMaterial( {
  64. uniforms: this.highPassUniforms,
  65. vertexShader: highPassShader.vertexShader,
  66. fragmentShader: highPassShader.fragmentShader,
  67. defines: {}
  68. } );
  69. // Gaussian Blur Materials
  70. this.separableBlurMaterials = [];
  71. const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
  72. resx = Math.round( this.resolution.x / 2 );
  73. resy = Math.round( this.resolution.y / 2 );
  74. for ( let i = 0; i < this.nMips; i ++ ) {
  75. this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
  76. this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new Vector2( resx, resy );
  77. resx = Math.round( resx / 2 );
  78. resy = Math.round( resy / 2 );
  79. }
  80. // Composite material
  81. this.compositeMaterial = this.getCompositeMaterial( this.nMips );
  82. this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
  83. this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
  84. this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
  85. this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
  86. this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
  87. this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
  88. this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
  89. this.compositeMaterial.needsUpdate = true;
  90. const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
  91. this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
  92. 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 ) ];
  93. this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
  94. // copy material
  95. if ( CopyShader === undefined ) {
  96. console.error( 'THREE.UnrealBloomPass relies on CopyShader' );
  97. }
  98. const copyShader = CopyShader;
  99. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  100. this.copyUniforms[ 'opacity' ].value = 1.0;
  101. this.materialCopy = new ShaderMaterial( {
  102. uniforms: this.copyUniforms,
  103. vertexShader: copyShader.vertexShader,
  104. fragmentShader: copyShader.fragmentShader,
  105. blending: AdditiveBlending,
  106. depthTest: false,
  107. depthWrite: false,
  108. transparent: true
  109. } );
  110. this.enabled = true;
  111. this.needsSwap = false;
  112. this._oldClearColor = new Color();
  113. this.oldClearAlpha = 1;
  114. this.basic = new MeshBasicMaterial();
  115. this.fsQuad = new FullScreenQuad( null );
  116. }
  117. dispose() {
  118. for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
  119. this.renderTargetsHorizontal[ i ].dispose();
  120. }
  121. for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
  122. this.renderTargetsVertical[ i ].dispose();
  123. }
  124. this.renderTargetBright.dispose();
  125. }
  126. setSize( width, height ) {
  127. let resx = Math.round( width / 2 );
  128. let resy = Math.round( height / 2 );
  129. this.renderTargetBright.setSize( resx, resy );
  130. for ( let i = 0; i < this.nMips; i ++ ) {
  131. this.renderTargetsHorizontal[ i ].setSize( resx, resy );
  132. this.renderTargetsVertical[ i ].setSize( resx, resy );
  133. this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new Vector2( resx, resy );
  134. resx = Math.round( resx / 2 );
  135. resy = Math.round( resy / 2 );
  136. }
  137. }
  138. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  139. renderer.getClearColor( this._oldClearColor );
  140. this.oldClearAlpha = renderer.getClearAlpha();
  141. const oldAutoClear = renderer.autoClear;
  142. renderer.autoClear = false;
  143. renderer.setClearColor( this.clearColor, 0 );
  144. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  145. // Render input to screen
  146. if ( this.renderToScreen ) {
  147. this.fsQuad.material = this.basic;
  148. this.basic.map = readBuffer.texture;
  149. renderer.setRenderTarget( null );
  150. renderer.clear();
  151. this.fsQuad.render( renderer );
  152. }
  153. // 1. Extract Bright Areas
  154. this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  155. this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
  156. this.fsQuad.material = this.materialHighPassFilter;
  157. renderer.setRenderTarget( this.renderTargetBright );
  158. renderer.clear();
  159. this.fsQuad.render( renderer );
  160. // 2. Blur All the mips progressively
  161. let inputRenderTarget = this.renderTargetBright;
  162. for ( let i = 0; i < this.nMips; i ++ ) {
  163. this.fsQuad.material = this.separableBlurMaterials[ i ];
  164. this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
  165. this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
  166. renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
  167. renderer.clear();
  168. this.fsQuad.render( renderer );
  169. this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
  170. this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
  171. renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
  172. renderer.clear();
  173. this.fsQuad.render( renderer );
  174. inputRenderTarget = this.renderTargetsVertical[ i ];
  175. }
  176. // Composite All the mips
  177. this.fsQuad.material = this.compositeMaterial;
  178. this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
  179. this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
  180. this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
  181. renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
  182. renderer.clear();
  183. this.fsQuad.render( renderer );
  184. // Blend it additively over the input texture
  185. this.fsQuad.material = this.materialCopy;
  186. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
  187. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  188. if ( this.renderToScreen ) {
  189. renderer.setRenderTarget( null );
  190. this.fsQuad.render( renderer );
  191. } else {
  192. renderer.setRenderTarget( readBuffer );
  193. this.fsQuad.render( renderer );
  194. }
  195. // Restore renderer settings
  196. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  197. renderer.autoClear = oldAutoClear;
  198. }
  199. getSeperableBlurMaterial( kernelRadius ) {
  200. return new ShaderMaterial( {
  201. defines: {
  202. 'KERNEL_RADIUS': kernelRadius,
  203. 'SIGMA': kernelRadius
  204. },
  205. uniforms: {
  206. 'colorTexture': { value: null },
  207. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  208. 'direction': { value: new Vector2( 0.5, 0.5 ) }
  209. },
  210. vertexShader:
  211. `varying vec2 vUv;
  212. void main() {
  213. vUv = uv;
  214. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  215. }`,
  216. fragmentShader:
  217. `#include <common>
  218. varying vec2 vUv;
  219. uniform sampler2D colorTexture;
  220. uniform vec2 texSize;
  221. uniform vec2 direction;
  222. float gaussianPdf(in float x, in float sigma) {
  223. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
  224. }
  225. void main() {
  226. vec2 invSize = 1.0 / texSize;
  227. float fSigma = float(SIGMA);
  228. float weightSum = gaussianPdf(0.0, fSigma);
  229. vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
  230. for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
  231. float x = float(i);
  232. float w = gaussianPdf(x, fSigma);
  233. vec2 uvOffset = direction * invSize * x;
  234. vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;
  235. vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;
  236. diffuseSum += (sample1 + sample2) * w;
  237. weightSum += 2.0 * w;
  238. }
  239. gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
  240. }`
  241. } );
  242. }
  243. getCompositeMaterial( nMips ) {
  244. return new ShaderMaterial( {
  245. defines: {
  246. 'NUM_MIPS': nMips
  247. },
  248. uniforms: {
  249. 'blurTexture1': { value: null },
  250. 'blurTexture2': { value: null },
  251. 'blurTexture3': { value: null },
  252. 'blurTexture4': { value: null },
  253. 'blurTexture5': { value: null },
  254. 'dirtTexture': { value: null },
  255. 'bloomStrength': { value: 1.0 },
  256. 'bloomFactors': { value: null },
  257. 'bloomTintColors': { value: null },
  258. 'bloomRadius': { value: 0.0 }
  259. },
  260. vertexShader:
  261. `varying vec2 vUv;
  262. void main() {
  263. vUv = uv;
  264. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  265. }`,
  266. fragmentShader:
  267. `varying vec2 vUv;
  268. uniform sampler2D blurTexture1;
  269. uniform sampler2D blurTexture2;
  270. uniform sampler2D blurTexture3;
  271. uniform sampler2D blurTexture4;
  272. uniform sampler2D blurTexture5;
  273. uniform sampler2D dirtTexture;
  274. uniform float bloomStrength;
  275. uniform float bloomRadius;
  276. uniform float bloomFactors[NUM_MIPS];
  277. uniform vec3 bloomTintColors[NUM_MIPS];
  278. float lerpBloomFactor(const in float factor) {
  279. float mirrorFactor = 1.2 - factor;
  280. return mix(factor, mirrorFactor, bloomRadius);
  281. }
  282. void main() {
  283. gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
  284. lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
  285. lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
  286. lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
  287. lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
  288. }`
  289. } );
  290. }
  291. }
  292. UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
  293. UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
  294. export { UnrealBloomPass };