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					84 lines
				
				3.2 KiB
			
		
		
			
		
	
	
					84 lines
				
				3.2 KiB
			| 
											3 years ago
										 | ( function () { | ||
|  | 
 | ||
|  | 	class BloomPass extends THREE.Pass { | ||
|  | 
 | ||
|  | 		constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) { | ||
|  | 
 | ||
|  | 			super(); // render targets
 | ||
|  | 
 | ||
|  | 			const pars = { | ||
|  | 				minFilter: THREE.LinearFilter, | ||
|  | 				magFilter: THREE.LinearFilter, | ||
|  | 				format: THREE.RGBAFormat | ||
|  | 			}; | ||
|  | 			this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars ); | ||
|  | 			this.renderTargetX.texture.name = 'BloomPass.x'; | ||
|  | 			this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars ); | ||
|  | 			this.renderTargetY.texture.name = 'BloomPass.y'; // copy material
 | ||
|  | 
 | ||
|  | 			if ( THREE.CopyShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.CopyShader' ); | ||
|  | 			const copyShader = THREE.CopyShader; | ||
|  | 			this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); | ||
|  | 			this.copyUniforms[ 'opacity' ].value = strength; | ||
|  | 			this.materialCopy = new THREE.ShaderMaterial( { | ||
|  | 				uniforms: this.copyUniforms, | ||
|  | 				vertexShader: copyShader.vertexShader, | ||
|  | 				fragmentShader: copyShader.fragmentShader, | ||
|  | 				blending: THREE.AdditiveBlending, | ||
|  | 				transparent: true | ||
|  | 			} ); // convolution material
 | ||
|  | 
 | ||
|  | 			if ( THREE.ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on THREE.ConvolutionShader' ); | ||
|  | 			const convolutionShader = THREE.ConvolutionShader; | ||
|  | 			this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms ); | ||
|  | 			this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; | ||
|  | 			this.convolutionUniforms[ 'cKernel' ].value = THREE.ConvolutionShader.buildKernel( sigma ); | ||
|  | 			this.materialConvolution = new THREE.ShaderMaterial( { | ||
|  | 				uniforms: this.convolutionUniforms, | ||
|  | 				vertexShader: convolutionShader.vertexShader, | ||
|  | 				fragmentShader: convolutionShader.fragmentShader, | ||
|  | 				defines: { | ||
|  | 					'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ), | ||
|  | 					'KERNEL_SIZE_INT': kernelSize.toFixed( 0 ) | ||
|  | 				} | ||
|  | 			} ); | ||
|  | 			this.needsSwap = false; | ||
|  | 			this.fsQuad = new THREE.FullScreenQuad( null ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { | ||
|  | 
 | ||
|  | 			if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render quad with blured scene into texture (convolution pass 1)
 | ||
|  | 
 | ||
|  | 			this.fsQuad.material = this.materialConvolution; | ||
|  | 			this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture; | ||
|  | 			this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; | ||
|  | 			renderer.setRenderTarget( this.renderTargetX ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); // Render quad with blured scene into texture (convolution pass 2)
 | ||
|  | 
 | ||
|  | 			this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture; | ||
|  | 			this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY; | ||
|  | 			renderer.setRenderTarget( this.renderTargetY ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); // Render original scene with superimposed blur to texture
 | ||
|  | 
 | ||
|  | 			this.fsQuad.material = this.materialCopy; | ||
|  | 			this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture; | ||
|  | 			if ( maskActive ) renderer.state.buffers.stencil.setTest( true ); | ||
|  | 			renderer.setRenderTarget( readBuffer ); | ||
|  | 			if ( this.clear ) renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 ); | ||
|  | 	BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 ); | ||
|  | 
 | ||
|  | 	THREE.BloomPass = BloomPass; | ||
|  | 
 | ||
|  | } )(); |