three 基础库
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( 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;
} )();