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367 lines
12 KiB
367 lines
12 KiB
2 years ago
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( function () {
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/**
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* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
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* mip map chain of bloom textures and blurs them with different radii. Because
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* of the weighted combination of mips, and because larger blurs are done on
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* higher mips, this effect provides good quality and performance.
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*
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* Reference:
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* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
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*/
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class UnrealBloomPass extends THREE.Pass {
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constructor( resolution, strength, radius, threshold ) {
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super();
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this.strength = strength !== undefined ? strength : 1;
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this.radius = radius;
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this.threshold = threshold;
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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
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this.clearColor = new THREE.Color( 0, 0, 0 ); // render targets
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const pars = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat
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};
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this.renderTargetsHorizontal = [];
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this.renderTargetsVertical = [];
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this.nMips = 5;
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let resx = Math.round( this.resolution.x / 2 );
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let resy = Math.round( this.resolution.y / 2 );
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this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
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this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
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this.renderTargetBright.texture.generateMipmaps = false;
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for ( let i = 0; i < this.nMips; i ++ ) {
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const renderTargetHorizonal = new THREE.WebGLRenderTarget( resx, resy, pars );
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renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
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renderTargetHorizonal.texture.generateMipmaps = false;
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this.renderTargetsHorizontal.push( renderTargetHorizonal );
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const renderTargetVertical = new THREE.WebGLRenderTarget( resx, resy, pars );
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renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
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renderTargetVertical.texture.generateMipmaps = false;
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this.renderTargetsVertical.push( renderTargetVertical );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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} // luminosity high pass material
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if ( THREE.LuminosityHighPassShader === undefined ) console.error( 'THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader' );
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const highPassShader = THREE.LuminosityHighPassShader;
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this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
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this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
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this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
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this.materialHighPassFilter = new THREE.ShaderMaterial( {
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uniforms: this.highPassUniforms,
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vertexShader: highPassShader.vertexShader,
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fragmentShader: highPassShader.fragmentShader,
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defines: {}
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} ); // Gaussian Blur Materials
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this.separableBlurMaterials = [];
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const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
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resx = Math.round( this.resolution.x / 2 );
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resy = Math.round( this.resolution.y / 2 );
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for ( let i = 0; i < this.nMips; i ++ ) {
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this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
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this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new THREE.Vector2( resx, resy );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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} // Composite material
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this.compositeMaterial = this.getCompositeMaterial( this.nMips );
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this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
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this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
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this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
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this.compositeMaterial.needsUpdate = true;
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const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
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this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
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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 ) ];
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this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors; // copy material
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if ( THREE.CopyShader === undefined ) {
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console.error( 'THREE.UnrealBloomPass relies on THREE.CopyShader' );
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}
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const copyShader = THREE.CopyShader;
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this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
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this.copyUniforms[ 'opacity' ].value = 1.0;
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this.materialCopy = new THREE.ShaderMaterial( {
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uniforms: this.copyUniforms,
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vertexShader: copyShader.vertexShader,
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fragmentShader: copyShader.fragmentShader,
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blending: THREE.AdditiveBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this.enabled = true;
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this.needsSwap = false;
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this._oldClearColor = new THREE.Color();
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this.oldClearAlpha = 1;
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this.basic = new THREE.MeshBasicMaterial();
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this.fsQuad = new THREE.FullScreenQuad( null );
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}
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dispose() {
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for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
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this.renderTargetsHorizontal[ i ].dispose();
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}
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for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
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this.renderTargetsVertical[ i ].dispose();
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}
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this.renderTargetBright.dispose();
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}
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setSize( width, height ) {
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let resx = Math.round( width / 2 );
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let resy = Math.round( height / 2 );
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this.renderTargetBright.setSize( resx, resy );
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for ( let i = 0; i < this.nMips; i ++ ) {
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this.renderTargetsHorizontal[ i ].setSize( resx, resy );
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this.renderTargetsVertical[ i ].setSize( resx, resy );
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this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new THREE.Vector2( resx, resy );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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}
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}
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render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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renderer.getClearColor( this._oldClearColor );
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this.oldClearAlpha = renderer.getClearAlpha();
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.setClearColor( this.clearColor, 0 );
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if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render input to screen
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if ( this.renderToScreen ) {
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this.fsQuad.material = this.basic;
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this.basic.map = readBuffer.texture;
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renderer.setRenderTarget( null );
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renderer.clear();
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this.fsQuad.render( renderer );
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} // 1. Extract Bright Areas
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this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
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this.fsQuad.material = this.materialHighPassFilter;
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renderer.setRenderTarget( this.renderTargetBright );
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renderer.clear();
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this.fsQuad.render( renderer ); // 2. Blur All the mips progressively
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let inputRenderTarget = this.renderTargetBright;
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for ( let i = 0; i < this.nMips; i ++ ) {
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this.fsQuad.material = this.separableBlurMaterials[ i ];
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this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
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this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
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renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
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renderer.clear();
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this.fsQuad.render( renderer );
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this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
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this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
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renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
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renderer.clear();
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this.fsQuad.render( renderer );
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inputRenderTarget = this.renderTargetsVertical[ i ];
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} // Composite All the mips
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this.fsQuad.material = this.compositeMaterial;
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this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
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this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
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this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
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renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
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renderer.clear();
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this.fsQuad.render( renderer ); // Blend it additively over the input texture
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this.fsQuad.material = this.materialCopy;
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this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
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if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( readBuffer );
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this.fsQuad.render( renderer );
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} // Restore renderer settings
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renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
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renderer.autoClear = oldAutoClear;
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}
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getSeperableBlurMaterial( kernelRadius ) {
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return new THREE.ShaderMaterial( {
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defines: {
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'KERNEL_RADIUS': kernelRadius,
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'SIGMA': kernelRadius
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},
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uniforms: {
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'colorTexture': {
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value: null
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},
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'texSize': {
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value: new THREE.Vector2( 0.5, 0.5 )
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},
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'direction': {
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value: new THREE.Vector2( 0.5, 0.5 )
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}
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},
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vertexShader: `varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `#include <common>
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varying vec2 vUv;
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uniform sampler2D colorTexture;
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uniform vec2 texSize;
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uniform vec2 direction;
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float gaussianPdf(in float x, in float sigma) {
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return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
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}
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void main() {
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vec2 invSize = 1.0 / texSize;
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float fSigma = float(SIGMA);
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float weightSum = gaussianPdf(0.0, fSigma);
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vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
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for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
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float x = float(i);
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float w = gaussianPdf(x, fSigma);
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vec2 uvOffset = direction * invSize * x;
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vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;
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vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;
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diffuseSum += (sample1 + sample2) * w;
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weightSum += 2.0 * w;
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}
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gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
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}`
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} );
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}
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getCompositeMaterial( nMips ) {
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return new THREE.ShaderMaterial( {
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defines: {
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'NUM_MIPS': nMips
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},
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uniforms: {
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'blurTexture1': {
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value: null
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},
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'blurTexture2': {
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value: null
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},
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'blurTexture3': {
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value: null
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},
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'blurTexture4': {
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value: null
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},
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'blurTexture5': {
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value: null
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},
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'dirtTexture': {
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value: null
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},
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'bloomStrength': {
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value: 1.0
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},
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'bloomFactors': {
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value: null
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},
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'bloomTintColors': {
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value: null
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},
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'bloomRadius': {
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value: 0.0
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}
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},
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vertexShader: `varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `varying vec2 vUv;
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uniform sampler2D blurTexture1;
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uniform sampler2D blurTexture2;
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uniform sampler2D blurTexture3;
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uniform sampler2D blurTexture4;
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uniform sampler2D blurTexture5;
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uniform sampler2D dirtTexture;
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uniform float bloomStrength;
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uniform float bloomRadius;
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uniform float bloomFactors[NUM_MIPS];
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uniform vec3 bloomTintColors[NUM_MIPS];
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float lerpBloomFactor(const in float factor) {
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float mirrorFactor = 1.2 - factor;
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return mix(factor, mirrorFactor, bloomRadius);
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}
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void main() {
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gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
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lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
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lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
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lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
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lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
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}`
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} );
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}
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}
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UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
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UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
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THREE.UnrealBloomPass = UnrealBloomPass;
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} )();
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