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+/**
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+ * @author spidersharma / http://eduperiment.com/
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+ *
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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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+import {
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+ AdditiveBlending,
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+ Color,
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+ LinearFilter,
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+ MeshBasicMaterial,
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+ RGBAFormat,
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+ ShaderMaterial,
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+ UniformsUtils,
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+ Vector2,
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+ Vector3,
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+ WebGLRenderTarget
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+} from "../../../build/three.module.js";
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+import { Pass } from "../postprocessing/Pass.js";
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+import { CopyShader } from "../shaders/CopyShader.js";
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+import { LuminosityHighPassShader } from "../shaders/LuminosityHighPassShader.js";
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+
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+var UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
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+
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+ 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 Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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+
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+ // create color only once here, reuse it later inside the render function
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+ this.clearColor = new Color( 0, 0, 0 );
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+
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+ // render targets
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+ var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: 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 WebGLRenderTarget( resx, resy, pars );
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+ this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
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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 renderTargetHorizonal = new WebGLRenderTarget( resx, resy, pars );
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+
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+ renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
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+ renderTargetHorizonal.texture.generateMipmaps = false;
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+
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+ this.renderTargetsHorizontal.push( renderTargetHorizonal );
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+
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+ var renderTargetVertical = new WebGLRenderTarget( resx, resy, pars );
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+
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+ renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
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+ renderTargetVertical.texture.generateMipmaps = false;
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+
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+ this.renderTargetsVertical.push( renderTargetVertical );
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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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+
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+ // luminosity high pass material
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+
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+ if ( LuminosityHighPassShader === undefined )
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+ console.error( "UnrealBloomPass relies on LuminosityHighPassShader" );
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+
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+ var highPassShader = LuminosityHighPassShader;
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+ this.highPassUniforms = 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 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 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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+
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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 Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ),
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+ new Vector3( 1, 1, 1 ), new 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 ( CopyShader === undefined ) {
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+
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+ console.error( "UnrealBloomPass relies on CopyShader" );
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+
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+ }
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+
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+ var copyShader = CopyShader;
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+
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+ this.copyUniforms = 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 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: 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 Color();
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+ this.oldClearAlpha = 1;
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+
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+ this.basic = new MeshBasicMaterial();
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+
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+ this.fsQuad = new Pass.FullScreenQuad( null );
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+
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+};
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+
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+UnrealBloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
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+
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+ constructor: UnrealBloomPass,
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+
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+ dispose: function () {
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+
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+ for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
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+
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+ this.renderTargetsHorizontal[ i ].dispose();
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+
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+ }
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+
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+ for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) {
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+
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+ this.renderTargetsVertical[ i ].dispose();
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+
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+ }
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+
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+ this.renderTargetBright.dispose();
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+
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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 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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+ },
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+
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+ render: function ( renderer, writeBuffer, readBuffer, deltaTime, 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( this.clearColor, 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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+ // Render input to screen
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+
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+ if ( this.renderToScreen ) {
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+
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+ this.fsQuad.material = this.basic;
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+ this.basic.map = readBuffer.texture;
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+
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+ renderer.setRenderTarget( null );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ }
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+
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+ // 1. Extract Bright Areas
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+
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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.fsQuad.material = this.materialHighPassFilter;
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+
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+ renderer.setRenderTarget( this.renderTargetBright );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ // 2. Blur All the mips progressively
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+
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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.fsQuad.material = this.separableBlurMaterials[ i ];
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+
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+ this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
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+ this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = UnrealBloomPass.BlurDirectionX;
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+ renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture;
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+ this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = UnrealBloomPass.BlurDirectionY;
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+ renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ inputRenderTarget = this.renderTargetsVertical[ i ];
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+
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+ }
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+
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+ // Composite All the mips
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+
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+ this.fsQuad.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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+
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+ renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
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+ renderer.clear();
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+ this.fsQuad.render( renderer );
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+
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+ // Blend it additively over the input texture
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+
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+ this.fsQuad.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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+
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+ if ( this.renderToScreen ) {
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+
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+ renderer.setRenderTarget( null );
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+ this.fsQuad.render( renderer );
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+
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+ } else {
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+
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+ renderer.setRenderTarget( readBuffer );
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+ this.fsQuad.render( renderer );
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+
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+ }
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+
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+ // Restore renderer settings
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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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+
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+ getSeperableBlurMaterial: function ( kernelRadius ) {
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+
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+ return new 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 Vector2( 0.5, 0.5 ) },
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+ "direction": { value: new 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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+ float gaussianPdf(in float x, in float sigma) {\
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+ return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
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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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+
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+ getCompositeMaterial: function ( nMips ) {
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+
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+ return new 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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+
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+UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
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+UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
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+
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+export { UnrealBloomPass };
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