Buckets:
| import { | |
| AdditiveBlending, | |
| Color, | |
| HalfFloatType, | |
| MeshBasicMaterial, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| Vector2, | |
| Vector3, | |
| WebGLRenderTarget | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { CopyShader } from '../shaders/CopyShader.js'; | |
| import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js'; | |
| /** | |
| * This pass 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. | |
| * | |
| * When using this pass, tone mapping must be enabled in the renderer settings. | |
| * | |
| * Reference: | |
| * - [Bloom in Unreal Engine]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/} | |
| * | |
| * ```js | |
| * const resolution = new THREE.Vector2( window.innerWidth, window.innerHeight ); | |
| * const bloomPass = new UnrealBloomPass( resolution, 1.5, 0.4, 0.85 ); | |
| * composer.addPass( bloomPass ); | |
| * ``` | |
| * | |
| * @augments Pass | |
| * @three_import import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js'; | |
| */ | |
| class UnrealBloomPass extends Pass { | |
| /** | |
| * Constructs a new Unreal Bloom pass. | |
| * | |
| * @param {Vector2} [resolution] - The effect's resolution. | |
| * @param {number} [strength=1] - The Bloom strength. | |
| * @param {number} radius - The Bloom radius. | |
| * @param {number} threshold - The luminance threshold limits which bright areas contribute to the Bloom effect. | |
| */ | |
| constructor( resolution, strength = 1, radius, threshold ) { | |
| super(); | |
| /** | |
| * The Bloom strength. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.strength = strength; | |
| /** | |
| * The Bloom radius. | |
| * | |
| * @type {number} | |
| */ | |
| this.radius = radius; | |
| /** | |
| * The luminance threshold limits which bright areas contribute to the Bloom effect. | |
| * | |
| * @type {number} | |
| */ | |
| this.threshold = threshold; | |
| /** | |
| * The effect's resolution. | |
| * | |
| * @type {Vector2} | |
| * @default (256,256) | |
| */ | |
| this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); | |
| /** | |
| * The effect's clear color | |
| * | |
| * @type {Color} | |
| * @default (0,0,0) | |
| */ | |
| this.clearColor = new Color( 0, 0, 0 ); | |
| /** | |
| * Overwritten to disable the swap. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.needsSwap = false; | |
| // internals | |
| // render targets | |
| 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, { type: HalfFloatType } ); | |
| this.renderTargetBright.texture.name = 'UnrealBloomPass.bright'; | |
| this.renderTargetBright.texture.generateMipmaps = false; | |
| for ( let i = 0; i < this.nMips; i ++ ) { | |
| const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | |
| renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i; | |
| renderTargetHorizontal.texture.generateMipmaps = false; | |
| this.renderTargetsHorizontal.push( renderTargetHorizontal ); | |
| const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | |
| 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 | |
| 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 | |
| } ); | |
| // 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._getSeparableBlurMaterial( kernelSizeArray[ i ] ) ); | |
| this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / 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; | |
| 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; | |
| // blend material | |
| this.copyUniforms = UniformsUtils.clone( CopyShader.uniforms ); | |
| this.blendMaterial = new ShaderMaterial( { | |
| uniforms: this.copyUniforms, | |
| vertexShader: CopyShader.vertexShader, | |
| fragmentShader: CopyShader.fragmentShader, | |
| blending: AdditiveBlending, | |
| depthTest: false, | |
| depthWrite: false, | |
| transparent: true | |
| } ); | |
| this._oldClearColor = new Color(); | |
| this._oldClearAlpha = 1; | |
| this._basic = new MeshBasicMaterial(); | |
| this._fsQuad = new FullScreenQuad( null ); | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever the pass is no longer used in your app. | |
| */ | |
| 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(); | |
| // | |
| for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) { | |
| this.separableBlurMaterials[ i ].dispose(); | |
| } | |
| this.compositeMaterial.dispose(); | |
| this.blendMaterial.dispose(); | |
| this._basic.dispose(); | |
| // | |
| this._fsQuad.dispose(); | |
| } | |
| /** | |
| * Sets the size of the pass. | |
| * | |
| * @param {number} width - The width to set. | |
| * @param {number} height - The width to set. | |
| */ | |
| 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[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy ); | |
| resx = Math.round( resx / 2 ); | |
| resy = Math.round( resy / 2 ); | |
| } | |
| } | |
| /** | |
| * 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 ) { | |
| 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.blendMaterial; | |
| 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; | |
| } | |
| // internals | |
| _getSeparableBlurMaterial( kernelRadius ) { | |
| const coefficients = []; | |
| for ( let i = 0; i < kernelRadius; i ++ ) { | |
| coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius ); | |
| } | |
| return new ShaderMaterial( { | |
| defines: { | |
| 'KERNEL_RADIUS': kernelRadius | |
| }, | |
| uniforms: { | |
| 'colorTexture': { value: null }, | |
| 'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size | |
| 'direction': { value: new Vector2( 0.5, 0.5 ) }, | |
| 'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients | |
| }, | |
| 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 invSize; | |
| uniform vec2 direction; | |
| uniform float gaussianCoefficients[KERNEL_RADIUS]; | |
| void main() { | |
| float weightSum = gaussianCoefficients[0]; | |
| vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum; | |
| for( int i = 1; i < KERNEL_RADIUS; i ++ ) { | |
| float x = float(i); | |
| float w = gaussianCoefficients[i]; | |
| 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 }, | |
| '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 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 }; | |
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