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- /**
- * @author spidersharma / http://eduperiment.com/
- Inspired from Unreal Engine::
- https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
- */
- THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
- THREE.Pass.call( this );
- 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);
- // render targets
- var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
- this.renderTargetsHorizontal = [];
- this.renderTargetsVertical = [];
- this.nMips = 5;
- var resx = Math.round(this.resolution.x/2);
- var resy = Math.round(this.resolution.y/2);
- this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
- this.renderTargetBright.texture.generateMipmaps = false;
- for( var i=0; i<this.nMips; i++) {
- var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
- renderTarget.texture.generateMipmaps = false;
- this.renderTargetsHorizontal.push(renderTarget);
- var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
- renderTarget.texture.generateMipmaps = false;
- this.renderTargetsVertical.push(renderTarget);
- 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" );
- var 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 = [];
- var kernelSizeArray = [3, 5, 7, 9, 11];
- var resx = Math.round(this.resolution.x/2);
- var resy = Math.round(this.resolution.y/2);
- for( var 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;
- var 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.BloomPass relies on THREE.CopyShader" );
- var 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.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- this.scene = new THREE.Scene();
- this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
- this.quad.frustumCulled = false; // Avoid getting clipped
- this.scene.add( this.quad );
- };
- THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
- constructor: THREE.UnrealBloomPass,
- dispose: function() {
- for( var i=0; i< this.renderTargetsHorizontal.length(); i++) {
- this.renderTargetsHorizontal[i].dispose();
- }
- for( var i=0; i< this.renderTargetsVertical.length(); i++) {
- this.renderTargetsVertical[i].dispose();
- }
- this.renderTargetBright.dispose();
- },
- setSize: function ( width, height ) {
- var resx = Math.round(width/2);
- var resy = Math.round(height/2);
- this.renderTargetBright.setSize(resx, resy);
- for( var 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: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
- this.oldClearColor.copy( renderer.getClearColor() );
- this.oldClearAlpha = renderer.getClearAlpha();
- var oldAutoClear = renderer.autoClear;
- renderer.autoClear = false;
- renderer.setClearColor( new THREE.Color( 0, 0, 0 ), 0 );
- if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
- // 1. Extract Bright Areas
- this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture;
- this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold;
- this.quad.material = this.materialHighPassFilter;
- renderer.render( this.scene, this.camera, this.renderTargetBright, true );
- // 2. Blur All the mips progressively
- var inputRenderTarget = this.renderTargetBright;
- for(var i=0; i<this.nMips; i++) {
- this.quad.material = this.separableBlurMaterials[i];
- this.separableBlurMaterials[i].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
- this.separableBlurMaterials[i].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
- renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[i], true );
- this.separableBlurMaterials[i].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[i].texture;
- this.separableBlurMaterials[i].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
- renderer.render( this.scene, this.camera, this.renderTargetsVertical[i], true );
- inputRenderTarget = this.renderTargetsVertical[i];
- }
- // Composite All the mips
- this.quad.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.render( this.scene, this.camera, this.renderTargetsHorizontal[0], true );
- // Blend it additively over the input texture
- this.quad.material = this.materialCopy;
- this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[0].texture;
- if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
- renderer.render( this.scene, this.camera, readBuffer, false );
- renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
- renderer.autoClear = oldAutoClear;
- },
- getSeperableBlurMaterial: function(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;\n\
- void main() {\n\
- vUv = uv;\n\
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
- }",
- fragmentShader:
- "#include <common>\
- varying vec2 vUv;\n\
- uniform sampler2D colorTexture;\n\
- 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() {\n\
- 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);\n\
- }"
- } );
- },
- getCompositeMaterial: function(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;\n\
- void main() {\n\
- vUv = uv;\n\
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
- }",
- 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) );\
- }"
- } );
- }
- } );
- THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
- THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
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