You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
409 lines
12 KiB
409 lines
12 KiB
2 years ago
|
import {
|
||
|
AdditiveBlending,
|
||
|
Color,
|
||
|
LinearFilter,
|
||
|
MeshBasicMaterial,
|
||
|
RGBAFormat,
|
||
|
ShaderMaterial,
|
||
|
UniformsUtils,
|
||
|
Vector2,
|
||
|
Vector3,
|
||
|
WebGLRenderTarget
|
||
|
} from '../../../build/three.module.js';
|
||
|
import { Pass, FullScreenQuad } from '../postprocessing/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 };
|