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JSM: Added module and TS file for UnrealBloomPass.

Mugen87 6 lat temu
rodzic
commit
68d3b52377

+ 1 - 0
docs/manual/en/introduction/Import-via-modules.html

@@ -175,6 +175,7 @@
 						<li>SavePass</li>
 						<li>ShaderPass</li>
 						<li>TexturePass</li>
+						<li>UnrealBloomPass</li>
 					</ul>
 				</li>
 				<li>renderers

+ 2 - 1
examples/js/postprocessing/UnrealBloomPass.js

@@ -4,6 +4,7 @@
  * Inspired from Unreal Engine
  * https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
  */
+
 THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
 
 	THREE.Pass.call( this );
@@ -106,7 +107,7 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
 	// copy material
 	if ( THREE.CopyShader === undefined ) {
 
-		console.error( "THREE.BloomPass relies on THREE.CopyShader" );
+		console.error( "THREE.UnrealBloomPass relies on THREE.CopyShader" );
 
 	}
 

+ 38 - 0
examples/jsm/postprocessing/UnrealBloomPass.d.ts

@@ -0,0 +1,38 @@
+import {
+  Color,
+  MeshBasicMaterial,
+  ShaderMaterial,
+  Vector2,
+  Vector3,
+  WebGLRenderTarget
+} from '../../../src/Three';
+
+import { Pass } from './Pass';
+
+export class UnrealBloomPass extends Pass {
+  constructor(resolution: Vector2, strength: number, radius: number, threshold: number);
+  resolution: Vector2;
+  strength: number;
+  radius: number;
+  threshold: number;
+  clearColor: Color;
+  renderTargetsHorizontal: WebGLRenderTarget[];
+  renderTargetsVertical: WebGLRenderTarget[];
+  nMips: number;
+  renderTargetBright: WebGLRenderTarget;
+  highPassUniforms: object;
+  materialHighPassFilter: ShaderMaterial;
+  separableBlurMaterials: ShaderMaterial[];
+  compositeMaterial: ShaderMaterial;
+  bloomTintColors: Vector3[];
+  copyUniforms: object;
+  materialCopy: ShaderMaterial;
+  oldClearColor: Color;
+  oldClearAlpha: number;
+  basic: MeshBasicMaterial;
+  fsQuad: object;
+
+  dispose(): void;
+  getSeperableBlurMaterial(): ShaderMaterial;
+  getCompositeMaterial(): ShaderMaterial;
+}

+ 410 - 0
examples/jsm/postprocessing/UnrealBloomPass.js

@@ -0,0 +1,410 @@
+/**
+ * @author spidersharma / http://eduperiment.com/
+ *
+ * Inspired from Unreal Engine
+ * https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
+ */
+
+import {
+	AdditiveBlending,
+	Color,
+	LinearFilter,
+	MeshBasicMaterial,
+	RGBAFormat,
+	ShaderMaterial,
+	UniformsUtils,
+	Vector2,
+	Vector3,
+	WebGLRenderTarget
+} from "../../../build/three.module.js";
+import { Pass } from "../postprocessing/Pass.js";
+import { CopyShader } from "../shaders/CopyShader.js";
+import { LuminosityHighPassShader } from "../shaders/LuminosityHighPassShader.js";
+
+var UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
+
+	Pass.call( this );
+
+	this.strength = ( strength !== undefined ) ? strength : 1;
+	this.radius = radius;
+	this.threshold = threshold;
+	this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
+
+	// create color only once here, reuse it later inside the render function
+	this.clearColor = new Color( 0, 0, 0 );
+
+	// render targets
+	var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
+	this.renderTargetsHorizontal = [];
+	this.renderTargetsVertical = [];
+	this.nMips = 5;
+	var resx = Math.round( this.resolution.x / 2 );
+	var resy = Math.round( this.resolution.y / 2 );
+
+	this.renderTargetBright = new WebGLRenderTarget( resx, resy, pars );
+	this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
+	this.renderTargetBright.texture.generateMipmaps = false;
+
+	for ( var i = 0; i < this.nMips; i ++ ) {
+
+		var renderTargetHorizonal = new WebGLRenderTarget( resx, resy, pars );
+
+		renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
+		renderTargetHorizonal.texture.generateMipmaps = false;
+
+		this.renderTargetsHorizontal.push( renderTargetHorizonal );
+
+		var renderTargetVertical = new WebGLRenderTarget( resx, resy, pars );
+
+		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
+
+	if ( LuminosityHighPassShader === undefined )
+		console.error( "UnrealBloomPass relies on LuminosityHighPassShader" );
+
+	var 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,
+		defines: {}
+	} );
+
+	// Gaussian Blur Materials
+	this.separableBlurMaterials = [];
+	var kernelSizeArray = [ 3, 5, 7, 9, 11 ];
+	var resx = Math.round( this.resolution.x / 2 );
+	var resy = Math.round( this.resolution.y / 2 );
+
+	for ( var i = 0; i < this.nMips; i ++ ) {
+
+		this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
+
+		this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new Vector2( resx, 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;
+	this.compositeMaterial.needsUpdate = true;
+
+	var 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;
+
+	// copy material
+	if ( CopyShader === undefined ) {
+
+		console.error( "UnrealBloomPass relies on CopyShader" );
+
+	}
+
+	var copyShader = CopyShader;
+
+	this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
+	this.copyUniforms[ "opacity" ].value = 1.0;
+
+	this.materialCopy = new ShaderMaterial( {
+		uniforms: this.copyUniforms,
+		vertexShader: copyShader.vertexShader,
+		fragmentShader: copyShader.fragmentShader,
+		blending: AdditiveBlending,
+		depthTest: false,
+		depthWrite: false,
+		transparent: true
+	} );
+
+	this.enabled = true;
+	this.needsSwap = false;
+
+	this.oldClearColor = new Color();
+	this.oldClearAlpha = 1;
+
+	this.basic = new MeshBasicMaterial();
+
+	this.fsQuad = new Pass.FullScreenQuad( null );
+
+};
+
+UnrealBloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
+
+	constructor: UnrealBloomPass,
+
+	dispose: function () {
+
+		for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
+
+			this.renderTargetsHorizontal[ i ].dispose();
+
+		}
+
+		for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) {
+
+			this.renderTargetsVertical[ i ].dispose();
+
+		}
+
+		this.renderTargetBright.dispose();
+
+	},
+
+	setSize: function ( width, height ) {
+
+		var resx = Math.round( width / 2 );
+		var resy = Math.round( height / 2 );
+
+		this.renderTargetBright.setSize( resx, resy );
+
+		for ( var i = 0; i < this.nMips; i ++ ) {
+
+			this.renderTargetsHorizontal[ i ].setSize( resx, resy );
+			this.renderTargetsVertical[ i ].setSize( resx, resy );
+
+			this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new Vector2( resx, resy );
+
+			resx = Math.round( resx / 2 );
+			resy = Math.round( resy / 2 );
+
+		}
+
+	},
+
+	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
+
+		this.oldClearColor.copy( renderer.getClearColor() );
+		this.oldClearAlpha = renderer.getClearAlpha();
+		var oldAutoClear = renderer.autoClear;
+		renderer.autoClear = false;
+
+		renderer.setClearColor( this.clearColor, 0 );
+
+		if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
+
+		// 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
+
+		var inputRenderTarget = this.renderTargetBright;
+
+		for ( var 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.materialCopy;
+		this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture;
+
+		if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
+
+
+		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;
+
+	},
+
+	getSeperableBlurMaterial: function ( kernelRadius ) {
+
+		return new ShaderMaterial( {
+
+			defines: {
+				"KERNEL_RADIUS": kernelRadius,
+				"SIGMA": kernelRadius
+			},
+
+			uniforms: {
+				"colorTexture": { value: null },
+				"texSize": { value: new Vector2( 0.5, 0.5 ) },
+				"direction": { value: new Vector2( 0.5, 0.5 ) }
+			},
+
+			vertexShader:
+				"varying vec2 vUv;\n\
+				void main() {\n\
+					vUv = uv;\n\
+					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
+				}",
+
+			fragmentShader:
+				"#include <common>\
+				varying vec2 vUv;\n\
+				uniform sampler2D colorTexture;\n\
+				uniform vec2 texSize;\
+				uniform vec2 direction;\
+				\
+				float gaussianPdf(in float x, in float sigma) {\
+					return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
+				}\
+				void main() {\n\
+					vec2 invSize = 1.0 / texSize;\
+					float fSigma = float(SIGMA);\
+					float weightSum = gaussianPdf(0.0, fSigma);\
+					vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
+					for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
+						float x = float(i);\
+						float w = gaussianPdf(x, fSigma);\
+						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);\n\
+				}"
+		} );
+
+	},
+
+	getCompositeMaterial: function ( nMips ) {
+
+		return new ShaderMaterial( {
+
+			defines: {
+				"NUM_MIPS": nMips
+			},
+
+			uniforms: {
+				"blurTexture1": { value: null },
+				"blurTexture2": { value: null },
+				"blurTexture3": { value: null },
+				"blurTexture4": { value: null },
+				"blurTexture5": { value: null },
+				"dirtTexture": { value: null },
+				"bloomStrength": { value: 1.0 },
+				"bloomFactors": { value: null },
+				"bloomTintColors": { value: null },
+				"bloomRadius": { value: 0.0 }
+			},
+
+			vertexShader:
+				"varying vec2 vUv;\n\
+				void main() {\n\
+					vUv = uv;\n\
+					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
+				}",
+
+			fragmentShader:
+				"varying vec2 vUv;\
+				uniform sampler2D blurTexture1;\
+				uniform sampler2D blurTexture2;\
+				uniform sampler2D blurTexture3;\
+				uniform sampler2D blurTexture4;\
+				uniform sampler2D blurTexture5;\
+				uniform sampler2D dirtTexture;\
+				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 };

+ 1 - 0
utils/modularize.js

@@ -85,6 +85,7 @@ var files = [
 	{ path: 'postprocessing/SavePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/ShaderPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
 	{ path: 'postprocessing/TexturePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' } ], ignoreList: [] },
+	{ path: 'postprocessing/UnrealBloomPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' }, { name: 'LuminosityHighPassShader', path: 'shaders/LuminosityHighPassShader.js' } ], ignoreList: [] },
 
 	{ path: 'renderers/CSS2DRenderer.js', dependencies: [], ignoreList: [] },
 	{ path: 'renderers/CSS3DRenderer.js', dependencies: [], ignoreList: [] },