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- 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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