Buckets:
| import { | |
| AdditiveBlending, | |
| HalfFloatType, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| Vector2, | |
| WebGLRenderTarget | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { ConvolutionShader } from '../shaders/ConvolutionShader.js'; | |
| /** | |
| * A pass for a basic Bloom effect. | |
| * | |
| * {@link UnrealBloomPass} produces a more advanced Bloom but is also | |
| * more expensive. | |
| * | |
| * ```js | |
| * const effectBloom = new BloomPass( 0.75 ); | |
| * composer.addPass( effectBloom ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { BloomPass } from 'three/addons/postprocessing/BloomPass.js'; | |
| */ | |
| class BloomPass extends Pass { | |
| /** | |
| * Constructs a new Bloom pass. | |
| * | |
| * @param {number} [strength=1] - The Bloom strength. | |
| * @param {number} [kernelSize=25] - The kernel size. | |
| * @param {number} [sigma=4] - The sigma. | |
| */ | |
| constructor( strength = 1, kernelSize = 25, sigma = 4 ) { | |
| super(); | |
| // combine material | |
| /** | |
| * The combine pass uniforms. | |
| * | |
| * @type {Object} | |
| */ | |
| this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms ); | |
| this.combineUniforms[ 'strength' ].value = strength; | |
| /** | |
| * The combine pass material. | |
| * | |
| * @type {ShaderMaterial} | |
| */ | |
| this.materialCombine = new ShaderMaterial( { | |
| name: CombineShader.name, | |
| uniforms: this.combineUniforms, | |
| vertexShader: CombineShader.vertexShader, | |
| fragmentShader: CombineShader.fragmentShader, | |
| blending: AdditiveBlending, | |
| transparent: true | |
| } ); | |
| // convolution material | |
| const convolutionShader = ConvolutionShader; | |
| /** | |
| * The convolution pass uniforms. | |
| * | |
| * @type {Object} | |
| */ | |
| this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms ); | |
| this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; | |
| this.convolutionUniforms[ 'cKernel' ].value = buildKernel( sigma ); | |
| /** | |
| * The convolution pass material. | |
| * | |
| * @type {ShaderMaterial} | |
| */ | |
| this.materialConvolution = new ShaderMaterial( { | |
| name: convolutionShader.name, | |
| uniforms: this.convolutionUniforms, | |
| vertexShader: convolutionShader.vertexShader, | |
| fragmentShader: convolutionShader.fragmentShader, | |
| defines: { | |
| 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ), | |
| 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 ) | |
| } | |
| } ); | |
| /** | |
| * Overwritten to disable the swap. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.needsSwap = false; | |
| // internals | |
| this._renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later | |
| this._renderTargetX.texture.name = 'BloomPass.x'; | |
| this._renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later | |
| this._renderTargetY.texture.name = 'BloomPass.y'; | |
| this._fsQuad = new FullScreenQuad( null ); | |
| } | |
| /** | |
| * Performs the Bloom pass. | |
| * | |
| * @param {WebGLRenderer} renderer - The renderer. | |
| * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering | |
| * destination for the pass. | |
| * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the | |
| * previous pass from this buffer. | |
| * @param {number} deltaTime - The delta time in seconds. | |
| * @param {boolean} maskActive - Whether masking is active or not. | |
| */ | |
| render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { | |
| if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); | |
| // Render quad with blurred 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 blurred 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.materialCombine; | |
| this.combineUniforms[ '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 ); | |
| } | |
| /** | |
| * Sets the size of the pass. | |
| * | |
| * @param {number} width - The width to set. | |
| * @param {number} height - The width to set. | |
| */ | |
| setSize( width, height ) { | |
| this._renderTargetX.setSize( width, height ); | |
| this._renderTargetY.setSize( width, height ); | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever the pass is no longer used in your app. | |
| */ | |
| dispose() { | |
| this._renderTargetX.dispose(); | |
| this._renderTargetY.dispose(); | |
| this.materialCombine.dispose(); | |
| this.materialConvolution.dispose(); | |
| this._fsQuad.dispose(); | |
| } | |
| } | |
| const CombineShader = { | |
| name: 'CombineShader', | |
| uniforms: { | |
| 'tDiffuse': { value: null }, | |
| 'strength': { value: 1.0 } | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec2 vUv; | |
| void main() { | |
| vUv = uv; | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| uniform float strength; | |
| uniform sampler2D tDiffuse; | |
| varying vec2 vUv; | |
| void main() { | |
| vec4 texel = texture2D( tDiffuse, vUv ); | |
| gl_FragColor = strength * texel; | |
| }` | |
| }; | |
| BloomPass.blurX = new Vector2( 0.001953125, 0.0 ); | |
| BloomPass.blurY = new Vector2( 0.0, 0.001953125 ); | |
| function gauss( x, sigma ) { | |
| return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) ); | |
| } | |
| function buildKernel( sigma ) { | |
| // We loop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway. | |
| const kMaxKernelSize = 25; | |
| let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1; | |
| if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize; | |
| const halfWidth = ( kernelSize - 1 ) * 0.5; | |
| const values = new Array( kernelSize ); | |
| let sum = 0.0; | |
| for ( let i = 0; i < kernelSize; ++ i ) { | |
| values[ i ] = gauss( i - halfWidth, sigma ); | |
| sum += values[ i ]; | |
| } | |
| // normalize the kernel | |
| for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum; | |
| return values; | |
| } | |
| export { BloomPass }; | |
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