UnrealBloomPass.js 11 KB

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  1. /**
  2. * @author spidersharma / http://eduperiment.com/
  3. Inspired from Unreal Engine::
  4. https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
  5. */
  6. THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
  7. THREE.Pass.call( this );
  8. this.strength = ( strength !== undefined ) ? strength : 1;
  9. this.radius = radius;
  10. this.threshold = threshold;
  11. this.resolution = ( resolution !== undefined ) ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);
  12. // render targets
  13. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  14. this.renderTargetsHorizontal = [];
  15. this.renderTargetsVertical = [];
  16. this.nMips = 5;
  17. var resx = Math.round(this.resolution.x/2);
  18. var resy = Math.round(this.resolution.y/2);
  19. this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
  20. this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
  21. this.renderTargetBright.texture.generateMipmaps = false;
  22. for( var i=0; i<this.nMips; i++) {
  23. var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
  24. renderTarget.texture.name = "UnrealBloomPass.h" + i;
  25. renderTarget.texture.generateMipmaps = false;
  26. this.renderTargetsHorizontal.push(renderTarget);
  27. var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
  28. renderTarget.texture.name = "UnrealBloomPass.v" + i;
  29. renderTarget.texture.generateMipmaps = false;
  30. this.renderTargetsVertical.push(renderTarget);
  31. resx = Math.round(resx/2);
  32. resy = Math.round(resy/2);
  33. }
  34. // luminosity high pass material
  35. if ( THREE.LuminosityHighPassShader === undefined )
  36. console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" );
  37. var highPassShader = THREE.LuminosityHighPassShader;
  38. this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
  39. this.highPassUniforms[ "luminosityThreshold" ].value = threshold;
  40. this.highPassUniforms[ "smoothWidth" ].value = 0.01;
  41. this.materialHighPassFilter = new THREE.ShaderMaterial( {
  42. uniforms: this.highPassUniforms,
  43. vertexShader: highPassShader.vertexShader,
  44. fragmentShader: highPassShader.fragmentShader,
  45. defines: {}
  46. } );
  47. // Gaussian Blur Materials
  48. this.separableBlurMaterials = [];
  49. var kernelSizeArray = [3, 5, 7, 9, 11];
  50. var resx = Math.round(this.resolution.x/2);
  51. var resy = Math.round(this.resolution.y/2);
  52. for( var i=0; i<this.nMips; i++) {
  53. this.separableBlurMaterials.push(this.getSeperableBlurMaterial(kernelSizeArray[i]));
  54. this.separableBlurMaterials[i].uniforms[ "texSize" ].value = new THREE.Vector2(resx, resy);
  55. resx = Math.round(resx/2);
  56. resy = Math.round(resy/2);
  57. }
  58. // Composite material
  59. this.compositeMaterial = this.getCompositeMaterial(this.nMips);
  60. this.compositeMaterial.uniforms["blurTexture1"].value = this.renderTargetsVertical[0].texture;
  61. this.compositeMaterial.uniforms["blurTexture2"].value = this.renderTargetsVertical[1].texture;
  62. this.compositeMaterial.uniforms["blurTexture3"].value = this.renderTargetsVertical[2].texture;
  63. this.compositeMaterial.uniforms["blurTexture4"].value = this.renderTargetsVertical[3].texture;
  64. this.compositeMaterial.uniforms["blurTexture5"].value = this.renderTargetsVertical[4].texture;
  65. this.compositeMaterial.uniforms["bloomStrength"].value = strength;
  66. this.compositeMaterial.uniforms["bloomRadius"].value = 0.1;
  67. this.compositeMaterial.needsUpdate = true;
  68. var bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
  69. this.compositeMaterial.uniforms["bloomFactors"].value = bloomFactors;
  70. this.bloomTintColors = [new THREE.Vector3(1,1,1), new THREE.Vector3(1,1,1), new THREE.Vector3(1,1,1)
  71. ,new THREE.Vector3(1,1,1), new THREE.Vector3(1,1,1)];
  72. this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
  73. // copy material
  74. if ( THREE.CopyShader === undefined )
  75. console.error( "THREE.BloomPass relies on THREE.CopyShader" );
  76. var copyShader = THREE.CopyShader;
  77. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  78. this.copyUniforms[ "opacity" ].value = 1.0;
  79. this.materialCopy = new THREE.ShaderMaterial( {
  80. uniforms: this.copyUniforms,
  81. vertexShader: copyShader.vertexShader,
  82. fragmentShader: copyShader.fragmentShader,
  83. blending: THREE.AdditiveBlending,
  84. depthTest: false,
  85. depthWrite: false,
  86. transparent: true
  87. } );
  88. this.enabled = true;
  89. this.needsSwap = false;
  90. this.oldClearColor = new THREE.Color();
  91. this.oldClearAlpha = 1;
  92. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  93. this.scene = new THREE.Scene();
  94. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
  95. this.quad.frustumCulled = false; // Avoid getting clipped
  96. this.scene.add( this.quad );
  97. };
  98. THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  99. constructor: THREE.UnrealBloomPass,
  100. dispose: function() {
  101. for( var i=0; i< this.renderTargetsHorizontal.length(); i++) {
  102. this.renderTargetsHorizontal[i].dispose();
  103. }
  104. for( var i=0; i< this.renderTargetsVertical.length(); i++) {
  105. this.renderTargetsVertical[i].dispose();
  106. }
  107. this.renderTargetBright.dispose();
  108. },
  109. setSize: function ( width, height ) {
  110. var resx = Math.round(width/2);
  111. var resy = Math.round(height/2);
  112. this.renderTargetBright.setSize(resx, resy);
  113. for( var i=0; i<this.nMips; i++) {
  114. this.renderTargetsHorizontal[i].setSize(resx, resy);
  115. this.renderTargetsVertical[i].setSize(resx, resy);
  116. this.separableBlurMaterials[i].uniforms[ "texSize" ].value = new THREE.Vector2(resx, resy);
  117. resx = Math.round(resx/2);
  118. resy = Math.round(resy/2);
  119. }
  120. },
  121. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  122. this.oldClearColor.copy( renderer.getClearColor() );
  123. this.oldClearAlpha = renderer.getClearAlpha();
  124. var oldAutoClear = renderer.autoClear;
  125. renderer.autoClear = false;
  126. renderer.setClearColor( new THREE.Color( 0, 0, 0 ), 0 );
  127. if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
  128. // 1. Extract Bright Areas
  129. this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture;
  130. this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold;
  131. this.quad.material = this.materialHighPassFilter;
  132. renderer.render( this.scene, this.camera, this.renderTargetBright, true );
  133. // 2. Blur All the mips progressively
  134. var inputRenderTarget = this.renderTargetBright;
  135. for(var i=0; i<this.nMips; i++) {
  136. this.quad.material = this.separableBlurMaterials[i];
  137. this.separableBlurMaterials[i].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
  138. this.separableBlurMaterials[i].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
  139. renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[i], true );
  140. this.separableBlurMaterials[i].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[i].texture;
  141. this.separableBlurMaterials[i].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
  142. renderer.render( this.scene, this.camera, this.renderTargetsVertical[i], true );
  143. inputRenderTarget = this.renderTargetsVertical[i];
  144. }
  145. // Composite All the mips
  146. this.quad.material = this.compositeMaterial;
  147. this.compositeMaterial.uniforms["bloomStrength"].value = this.strength;
  148. this.compositeMaterial.uniforms["bloomRadius"].value = this.radius;
  149. this.compositeMaterial.uniforms["bloomTintColors"].value = this.bloomTintColors;
  150. renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[0], true );
  151. // Blend it additively over the input texture
  152. this.quad.material = this.materialCopy;
  153. this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[0].texture;
  154. if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
  155. renderer.render( this.scene, this.camera, readBuffer, false );
  156. renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
  157. renderer.autoClear = oldAutoClear;
  158. },
  159. getSeperableBlurMaterial: function(kernelRadius) {
  160. return new THREE.ShaderMaterial( {
  161. defines: {
  162. "KERNEL_RADIUS" : kernelRadius,
  163. "SIGMA" : kernelRadius
  164. },
  165. uniforms: {
  166. "colorTexture": { value: null },
  167. "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
  168. "direction": { value: new THREE.Vector2( 0.5, 0.5 ) }
  169. },
  170. vertexShader:
  171. "varying vec2 vUv;\n\
  172. void main() {\n\
  173. vUv = uv;\n\
  174. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  175. }",
  176. fragmentShader:
  177. "#include <common>\
  178. varying vec2 vUv;\n\
  179. uniform sampler2D colorTexture;\n\
  180. uniform vec2 texSize;\
  181. uniform vec2 direction;\
  182. \
  183. float gaussianPdf(in float x, in float sigma) {\
  184. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
  185. }\
  186. void main() {\n\
  187. vec2 invSize = 1.0 / texSize;\
  188. float fSigma = float(SIGMA);\
  189. float weightSum = gaussianPdf(0.0, fSigma);\
  190. vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
  191. for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
  192. float x = float(i);\
  193. float w = gaussianPdf(x, fSigma);\
  194. vec2 uvOffset = direction * invSize * x;\
  195. vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
  196. vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
  197. diffuseSum += (sample1 + sample2) * w;\
  198. weightSum += 2.0 * w;\
  199. }\
  200. gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\
  201. }"
  202. } );
  203. },
  204. getCompositeMaterial: function(nMips) {
  205. return new THREE.ShaderMaterial( {
  206. defines:{
  207. "NUM_MIPS" : nMips
  208. },
  209. uniforms: {
  210. "blurTexture1": { value: null },
  211. "blurTexture2": { value: null },
  212. "blurTexture3": { value: null },
  213. "blurTexture4": { value: null },
  214. "blurTexture5": { value: null },
  215. "dirtTexture": { value: null },
  216. "bloomStrength" : { value: 1.0 },
  217. "bloomFactors" : { value: null },
  218. "bloomTintColors" : { value: null },
  219. "bloomRadius" : { value: 0.0 }
  220. },
  221. vertexShader:
  222. "varying vec2 vUv;\n\
  223. void main() {\n\
  224. vUv = uv;\n\
  225. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  226. }",
  227. fragmentShader:
  228. "varying vec2 vUv;\
  229. uniform sampler2D blurTexture1;\
  230. uniform sampler2D blurTexture2;\
  231. uniform sampler2D blurTexture3;\
  232. uniform sampler2D blurTexture4;\
  233. uniform sampler2D blurTexture5;\
  234. uniform sampler2D dirtTexture;\
  235. uniform float bloomStrength;\
  236. uniform float bloomRadius;\
  237. uniform float bloomFactors[NUM_MIPS];\
  238. uniform vec3 bloomTintColors[NUM_MIPS];\
  239. \
  240. float lerpBloomFactor(const in float factor) { \
  241. float mirrorFactor = 1.2 - factor;\
  242. return mix(factor, mirrorFactor, bloomRadius);\
  243. }\
  244. \
  245. void main() {\
  246. gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \
  247. lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \
  248. lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \
  249. lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \
  250. lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\
  251. }"
  252. } );
  253. }
  254. } );
  255. THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
  256. THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );