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+/**
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+ * @author spidersharma / http://eduperiment.com/
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+ Inspired from Unreal Engine::
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+ https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
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+ */
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+
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+THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
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+
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+ THREE.Pass.call( this );
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+
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+ this.strength = ( strength !== undefined ) ? strength : 1;
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+ this.radius = radius;
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+ this.threshold = threshold;
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+ this.resolution = ( resolution !== undefined ) ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
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+
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+ // render targets
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+ var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
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+ this.renderTargetsHorizontal = [];
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+ this.renderTargetsVertical = [];
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+ this.nMips = 5;
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+ var resx = Math.round(this.resolution.x/2);
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+ var resy = Math.round(this.resolution.y/2);
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+
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+ this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetBright.texture.generateMipmaps = false;
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+
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+ for( var i=0; i<this.nMips; i++) {
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+
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+ var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
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+
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+ renderTarget.texture.generateMipmaps = false;
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+
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+ this.renderTargetsHorizontal.push(renderTarget);
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+
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+ var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
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+
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+ renderTarget.texture.generateMipmaps = false;
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+
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+ this.renderTargetsVertical.push(renderTarget);
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+
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+ resx = Math.round(resx/2);
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+
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+ resy = Math.round(resy/2);
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+ }
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+
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+ // luminosity high pass material
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+
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+ if ( THREE.LuminosityHighPassShader === undefined )
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+ console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" );
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+
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+ var highPassShader = THREE.LuminosityHighPassShader;
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+ this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
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+
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+ this.highPassUniforms[ "luminosityThreshold" ].value = threshold;
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+ this.highPassUniforms[ "smoothWidth" ].value = 0.01;
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+
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+ this.materialHighPassFilter = new THREE.ShaderMaterial( {
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+ uniforms: this.highPassUniforms,
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+ vertexShader: highPassShader.vertexShader,
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+ fragmentShader: highPassShader.fragmentShader,
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+ defines: {}
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+ } );
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+
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+ // Gaussian Blur Materials
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+ this.separableBlurMaterials = [];
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+ var kernelSizeArray = [3, 5, 7, 9, 11];
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+ var resx = Math.round(this.resolution.x/2);
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+ var resy = Math.round(this.resolution.y/2);
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+
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+ for( var i=0; i<this.nMips; i++) {
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+
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+ this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
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+
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+ this.separableBlurMaterials[i].uniforms[ "texSize" ].value = new THREE.Vector2(resx, resy);
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+
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+ resx = Math.round(resx/2);
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+
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+ resy = Math.round(resy/2);
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+ }
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+
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+ // Composite material
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+ this.compositeMaterial = this.getCompositeMaterial(this.nMips);
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+ this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture;
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+ this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture;
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+ this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture;
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+ this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture;
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+ this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture;
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+ this.compositeMaterial.uniforms["bloomStrength"].value = strength;
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+ this.compositeMaterial.uniforms["bloomRadius"].value = 0.1;
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+ this.compositeMaterial.needsUpdate = true;
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+
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+ var bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
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+ this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
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+ this.bloomTintColors = [new THREE.Vector3(1,1,1), new THREE.Vector3(1,1,1), new THREE.Vector3(1,1,1)
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+ ,new THREE.Vector3(1,1,1), new THREE.Vector3(1,1,1)];
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+ this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
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+
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+ // copy material
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+ if ( THREE.CopyShader === undefined )
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+ console.error( "THREE.BloomPass relies on THREE.CopyShader" );
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+
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+ var copyShader = THREE.CopyShader;
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+
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+ this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
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+ this.copyUniforms[ "opacity" ].value = 1.0;
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+
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+ this.materialCopy = new THREE.ShaderMaterial( {
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+ uniforms: this.copyUniforms,
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+ vertexShader: copyShader.vertexShader,
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+ fragmentShader: copyShader.fragmentShader,
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+ blending: THREE.AdditiveBlending,
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+ depthTest: false,
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+ depthWrite: false,
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+ transparent: true
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+ } );
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+
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+ this.enabled = true;
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+ this.needsSwap = false;
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+
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+ this.oldClearColor = new THREE.Color();
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+ this.oldClearAlpha = 1;
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+
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+ this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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+ this.scene = new THREE.Scene();
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+
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+ this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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+ this.scene.add( this.quad );
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+
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+};
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+
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+THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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+
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+ constructor: THREE.UnrealBloomPass,
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+
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+ dispose: function() {
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+ for( var i=0; i< this.renderTargetsHorizontal.length(); i++) {
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+ this.renderTargetsHorizontal[i].dispose();
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+ }
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+ for( var i=0; i< this.renderTargetsVertical.length(); i++) {
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+ this.renderTargetsVertical[i].dispose();
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+ }
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+ this.renderTargetBright.dispose();
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+ },
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+
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+ setSize: function ( width, height ) {
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+
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+ var resx = Math.round(width/2);
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+ var resy = Math.round(height/2);
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+
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+ this.renderTargetBright.setSize(resx, resy);
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+
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+ for( var i=0; i<this.nMips; i++) {
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+
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+ this.renderTargetsHorizontal[i].setSize(resx, resy);
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+ this.renderTargetsVertical[i].setSize(resx, resy);
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+
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+ this.separableBlurMaterials[i].uniforms[ "texSize" ].value = new THREE.Vector2(resx, resy);
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+
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+ resx = Math.round(resx/2);
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+ resy = Math.round(resy/2);
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+ }
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+ },
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+
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+ render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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+
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+ this.oldClearColor.copy( renderer.getClearColor() );
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+ this.oldClearAlpha = renderer.getClearAlpha();
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+ var oldAutoClear = renderer.autoClear;
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+ renderer.autoClear = false;
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+
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+ renderer.setClearColor( new THREE.Color( 0, 0, 0 ), 0 );
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+
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+ if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
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+
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+ // 1. Extract Bright Areas
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+ this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture;
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+ this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold;
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+ this.quad.material = this.materialHighPassFilter;
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+ renderer.render( this.scene, this.camera, this.renderTargetBright, true );
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+
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+ // 2. Blur All the mips progressively
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+ var inputRenderTarget = this.renderTargetBright;
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+
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+ for(var i=0; i<this.nMips; i++) {
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+
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+ this.quad.material = this.separableBlurMaterials[i];
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+
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+ this.separableBlurMaterials[i].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
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+
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+ this.separableBlurMaterials[i].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
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+
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+ renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[i], true );
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+
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+ this.separableBlurMaterials[i].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[i].texture;
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+
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+ this.separableBlurMaterials[i].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
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+
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+ renderer.render( this.scene, this.camera, this.renderTargetsVertical[i], true );
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+
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+ inputRenderTarget = this.renderTargetsVertical[i];
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+ }
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+
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+ // Composite All the mips
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+ this.quad.material = this.compositeMaterial;
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+ this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
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+ this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
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+ this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
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+ renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[0], true );
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+
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+ // Blend it additively over the input texture
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+ this.quad.material = this.materialCopy;
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+ this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[0].texture;
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+
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+ if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
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+
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+ renderer.render( this.scene, this.camera, readBuffer, false );
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+
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+ renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
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+ renderer.autoClear = oldAutoClear;
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+ },
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+
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+ getSeperableBlurMaterial: function(kernelRadius) {
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+
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+ return new THREE.ShaderMaterial( {
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+
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+ defines: {
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+ "KERNEL_RADIUS" : kernelRadius,
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+ "SIGMA" : kernelRadius
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+ },
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+
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+ uniforms: {
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+ "colorTexture": { value: null },
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+ "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
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+ "direction": { value: new THREE.Vector2( 0.5, 0.5 ) },
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+ },
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+
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+ vertexShader:
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+ "varying vec2 vUv;\n\
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+ void main() {\n\
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+ vUv = uv;\n\
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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+ }",
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+
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+ fragmentShader:
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+ "#include <common>\
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+ varying vec2 vUv;\n\
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+ uniform sampler2D colorTexture;\n\
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+ uniform vec2 texSize;\
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+ uniform vec2 direction;\
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+ \
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+ void main() {\n\
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+ vec2 invSize = 1.0 / texSize;\
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+ float fSigma = float(SIGMA);\
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+ float weightSum = gaussianPdf(0.0, fSigma);\
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+ vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
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+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
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+ float x = float(i);\
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+ float w = gaussianPdf(x, fSigma);\
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+ vec2 uvOffset = direction * invSize * x;\
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+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
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+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
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+ diffuseSum += (sample1 + sample2) * w;\
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+ weightSum += 2.0 * w;\
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+ }\
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+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\
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+ }"
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+ } );
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+ },
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+
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+ getCompositeMaterial: function(nMips) {
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+
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+ return new THREE.ShaderMaterial( {
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+
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+ defines:{
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+ "NUM_MIPS" : nMips
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+ },
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+
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+ uniforms: {
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+ "blurTexture1": { value: null },
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+ "blurTexture2": { value: null },
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+ "blurTexture3": { value: null },
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+ "blurTexture4": { value: null },
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+ "blurTexture5": { value: null },
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+ "dirtTexture": { value: null },
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+ "bloomStrength" : { value: 1.0 },
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+ "bloomFactors" : { value: null },
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+ "bloomTintColors" : { value: null },
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+ "bloomRadius" : { value: 0.0 }
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+ },
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+
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+ vertexShader:
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+ "varying vec2 vUv;\n\
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+ void main() {\n\
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+ vUv = uv;\n\
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
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+ }",
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+
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+ fragmentShader:
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+ "varying vec2 vUv;\
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+ uniform sampler2D blurTexture1;\
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+ uniform sampler2D blurTexture2;\
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+ uniform sampler2D blurTexture3;\
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+ uniform sampler2D blurTexture4;\
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+ uniform sampler2D blurTexture5;\
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+ uniform sampler2D dirtTexture;\
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+ uniform float bloomStrength;\
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+ uniform float bloomRadius;\
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+ uniform float bloomFactors[NUM_MIPS];\
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+ uniform vec3 bloomTintColors[NUM_MIPS];\
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+ \
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+ float lerpBloomFactor(const in float factor) { \
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+ float mirrorFactor = 1.2 - factor;\
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+ return mix(factor, mirrorFactor, bloomRadius);\
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+ }\
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+ \
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+ void main() {\
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+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \
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+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \
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+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \
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+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \
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+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\
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+ }"
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+ } );
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+ }
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+
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+} );
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+
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+THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
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+THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
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