Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /postprocessing /BloomPass.js
| import { | |
| AdditiveBlending, | |
| HalfFloatType, | |
| ShaderMaterial, | |
| UniformsUtils, | |
| Vector2, | |
| WebGLRenderTarget | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { ConvolutionShader } from '../shaders/ConvolutionShader.js'; | |
| class BloomPass extends Pass { | |
| constructor( strength = 1, kernelSize = 25, sigma = 4 ) { | |
| super(); | |
| // render targets | |
| 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'; | |
| // combine material | |
| this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms ); | |
| this.combineUniforms[ 'strength' ].value = strength; | |
| 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; | |
| this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms ); | |
| this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; | |
| this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma ); | |
| 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 ) | |
| } | |
| } ); | |
| this.needsSwap = false; | |
| this.fsQuad = new 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.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 ); | |
| } | |
| setSize( width, height ) { | |
| this.renderTargetX.setSize( width, height ); | |
| this.renderTargetY.setSize( width, height ); | |
| } | |
| 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 ); | |
| export { BloomPass }; | |
Xet Storage Details
- Size:
- 4 kB
- Xet hash:
- 9680cb809b97583ea7c872f36f9f95a227b46781bb3df9bf812b7f54ad2401d3
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.