BloomPass.js 3.9 KB

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  1. console.warn( "THREE.BloomPass: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * @author alteredq / http://alteredqualia.com/
  4. */
  5. THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
  6. THREE.Pass.call( this );
  7. strength = ( strength !== undefined ) ? strength : 1;
  8. kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
  9. sigma = ( sigma !== undefined ) ? sigma : 4.0;
  10. resolution = ( resolution !== undefined ) ? resolution : 256;
  11. // render targets
  12. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  13. this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  14. this.renderTargetX.texture.name = "BloomPass.x";
  15. this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  16. this.renderTargetY.texture.name = "BloomPass.y";
  17. // copy material
  18. if ( THREE.CopyShader === undefined )
  19. console.error( "THREE.BloomPass relies on THREE.CopyShader" );
  20. var copyShader = THREE.CopyShader;
  21. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  22. this.copyUniforms[ "opacity" ].value = strength;
  23. this.materialCopy = new THREE.ShaderMaterial( {
  24. uniforms: this.copyUniforms,
  25. vertexShader: copyShader.vertexShader,
  26. fragmentShader: copyShader.fragmentShader,
  27. blending: THREE.AdditiveBlending,
  28. transparent: true
  29. } );
  30. // convolution material
  31. if ( THREE.ConvolutionShader === undefined )
  32. console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" );
  33. var convolutionShader = THREE.ConvolutionShader;
  34. this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
  35. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
  36. this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );
  37. this.materialConvolution = new THREE.ShaderMaterial( {
  38. uniforms: this.convolutionUniforms,
  39. vertexShader: convolutionShader.vertexShader,
  40. fragmentShader: convolutionShader.fragmentShader,
  41. defines: {
  42. "KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
  43. "KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
  44. }
  45. } );
  46. this.needsSwap = false;
  47. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  48. };
  49. THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  50. constructor: THREE.BloomPass,
  51. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  52. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  53. // Render quad with blured scene into texture (convolution pass 1)
  54. this.fsQuad.material = this.materialConvolution;
  55. this.convolutionUniforms[ "tDiffuse" ].value = readBuffer.texture;
  56. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
  57. renderer.setRenderTarget( this.renderTargetX );
  58. renderer.clear();
  59. this.fsQuad.render( renderer );
  60. // Render quad with blured scene into texture (convolution pass 2)
  61. this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX.texture;
  62. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
  63. renderer.setRenderTarget( this.renderTargetY );
  64. renderer.clear();
  65. this.fsQuad.render( renderer );
  66. // Render original scene with superimposed blur to texture
  67. this.fsQuad.material = this.materialCopy;
  68. this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY.texture;
  69. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  70. renderer.setRenderTarget( readBuffer );
  71. if ( this.clear ) renderer.clear();
  72. this.fsQuad.render( renderer );
  73. }
  74. } );
  75. THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
  76. THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );