UnrealBloomPass.js 12 KB

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  1. /**
  2. * @author spidersharma / http://eduperiment.com/
  3. *
  4. * Inspired from Unreal Engine
  5. * https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
  6. */
  7. THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
  8. THREE.Pass.call( this );
  9. this.strength = ( strength !== undefined ) ? strength : 1;
  10. this.radius = radius;
  11. this.threshold = threshold;
  12. this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
  13. // create color only once here, reuse it later inside the render function
  14. this.clearColor = new THREE.Color( 0, 0, 0 );
  15. // render targets
  16. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  17. this.renderTargetsHorizontal = [];
  18. this.renderTargetsVertical = [];
  19. this.nMips = 5;
  20. var resx = Math.round( this.resolution.x / 2 );
  21. var resy = Math.round( this.resolution.y / 2 );
  22. this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
  23. this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
  24. this.renderTargetBright.texture.generateMipmaps = false;
  25. for ( var i = 0; i < this.nMips; i ++ ) {
  26. var renderTargetHorizonal = new THREE.WebGLRenderTarget( resx, resy, pars );
  27. renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
  28. renderTargetHorizonal.texture.generateMipmaps = false;
  29. this.renderTargetsHorizontal.push( renderTargetHorizonal );
  30. var renderTargetVertical = new THREE.WebGLRenderTarget( resx, resy, pars );
  31. renderTargetVertical.texture.name = "UnrealBloomPass.v" + i;
  32. renderTargetVertical.texture.generateMipmaps = false;
  33. this.renderTargetsVertical.push( renderTargetVertical );
  34. resx = Math.round( resx / 2 );
  35. resy = Math.round( resy / 2 );
  36. }
  37. // luminosity high pass material
  38. if ( THREE.LuminosityHighPassShader === undefined )
  39. console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" );
  40. var highPassShader = THREE.LuminosityHighPassShader;
  41. this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
  42. this.highPassUniforms[ "luminosityThreshold" ].value = threshold;
  43. this.highPassUniforms[ "smoothWidth" ].value = 0.01;
  44. this.materialHighPassFilter = new THREE.ShaderMaterial( {
  45. uniforms: this.highPassUniforms,
  46. vertexShader: highPassShader.vertexShader,
  47. fragmentShader: highPassShader.fragmentShader,
  48. defines: {}
  49. } );
  50. // Gaussian Blur Materials
  51. this.separableBlurMaterials = [];
  52. var kernelSizeArray = [ 3, 5, 7, 9, 11 ];
  53. var resx = Math.round( this.resolution.x / 2 );
  54. var resy = Math.round( this.resolution.y / 2 );
  55. for ( var i = 0; i < this.nMips; i ++ ) {
  56. this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
  57. this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
  58. resx = Math.round( resx / 2 );
  59. resy = Math.round( resy / 2 );
  60. }
  61. // Composite material
  62. this.compositeMaterial = this.getCompositeMaterial( this.nMips );
  63. this.compositeMaterial.uniforms[ "blurTexture1" ].value = this.renderTargetsVertical[ 0 ].texture;
  64. this.compositeMaterial.uniforms[ "blurTexture2" ].value = this.renderTargetsVertical[ 1 ].texture;
  65. this.compositeMaterial.uniforms[ "blurTexture3" ].value = this.renderTargetsVertical[ 2 ].texture;
  66. this.compositeMaterial.uniforms[ "blurTexture4" ].value = this.renderTargetsVertical[ 3 ].texture;
  67. this.compositeMaterial.uniforms[ "blurTexture5" ].value = this.renderTargetsVertical[ 4 ].texture;
  68. this.compositeMaterial.uniforms[ "bloomStrength" ].value = strength;
  69. this.compositeMaterial.uniforms[ "bloomRadius" ].value = 0.1;
  70. this.compositeMaterial.needsUpdate = true;
  71. var bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
  72. this.compositeMaterial.uniforms[ "bloomFactors" ].value = bloomFactors;
  73. this.bloomTintColors = [ new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ),
  74. new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ) ];
  75. this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
  76. // copy material
  77. if ( THREE.CopyShader === undefined ) {
  78. console.error( "THREE.UnrealBloomPass relies on THREE.CopyShader" );
  79. }
  80. var copyShader = THREE.CopyShader;
  81. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  82. this.copyUniforms[ "opacity" ].value = 1.0;
  83. this.materialCopy = new THREE.ShaderMaterial( {
  84. uniforms: this.copyUniforms,
  85. vertexShader: copyShader.vertexShader,
  86. fragmentShader: copyShader.fragmentShader,
  87. blending: THREE.AdditiveBlending,
  88. depthTest: false,
  89. depthWrite: false,
  90. transparent: true
  91. } );
  92. this.enabled = true;
  93. this.needsSwap = false;
  94. this.oldClearColor = new THREE.Color();
  95. this.oldClearAlpha = 1;
  96. this.basic = new THREE.MeshBasicMaterial();
  97. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  98. };
  99. THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  100. constructor: THREE.UnrealBloomPass,
  101. dispose: function () {
  102. for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
  103. this.renderTargetsHorizontal[ i ].dispose();
  104. }
  105. for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) {
  106. this.renderTargetsVertical[ i ].dispose();
  107. }
  108. this.renderTargetBright.dispose();
  109. },
  110. setSize: function ( width, height ) {
  111. var resx = Math.round( width / 2 );
  112. var resy = Math.round( height / 2 );
  113. this.renderTargetBright.setSize( resx, resy );
  114. for ( var i = 0; i < this.nMips; i ++ ) {
  115. this.renderTargetsHorizontal[ i ].setSize( resx, resy );
  116. this.renderTargetsVertical[ i ].setSize( resx, resy );
  117. this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy );
  118. resx = Math.round( resx / 2 );
  119. resy = Math.round( resy / 2 );
  120. }
  121. },
  122. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  123. this.oldClearColor.copy( renderer.getClearColor() );
  124. this.oldClearAlpha = renderer.getClearAlpha();
  125. var oldAutoClear = renderer.autoClear;
  126. renderer.autoClear = false;
  127. renderer.setClearColor( this.clearColor, 0 );
  128. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  129. // Render input to screen
  130. if ( this.renderToScreen ) {
  131. this.fsQuad.material = this.basic;
  132. this.basic.map = readBuffer.texture;
  133. renderer.setRenderTarget( null );
  134. renderer.clear();
  135. this.fsQuad.render( renderer );
  136. }
  137. // 1. Extract Bright Areas
  138. this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture;
  139. this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold;
  140. this.fsQuad.material = this.materialHighPassFilter;
  141. renderer.setRenderTarget( this.renderTargetBright );
  142. renderer.clear();
  143. this.fsQuad.render( renderer );
  144. // 2. Blur All the mips progressively
  145. var inputRenderTarget = this.renderTargetBright;
  146. for ( var i = 0; i < this.nMips; i ++ ) {
  147. this.fsQuad.material = this.separableBlurMaterials[ i ];
  148. this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
  149. this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
  150. renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
  151. renderer.clear();
  152. this.fsQuad.render( renderer );
  153. this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture;
  154. this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
  155. renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
  156. renderer.clear();
  157. this.fsQuad.render( renderer );
  158. inputRenderTarget = this.renderTargetsVertical[ i ];
  159. }
  160. // Composite All the mips
  161. this.fsQuad.material = this.compositeMaterial;
  162. this.compositeMaterial.uniforms[ "bloomStrength" ].value = this.strength;
  163. this.compositeMaterial.uniforms[ "bloomRadius" ].value = this.radius;
  164. this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
  165. renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
  166. renderer.clear();
  167. this.fsQuad.render( renderer );
  168. // Blend it additively over the input texture
  169. this.fsQuad.material = this.materialCopy;
  170. this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture;
  171. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  172. if ( this.renderToScreen ) {
  173. renderer.setRenderTarget( null );
  174. this.fsQuad.render( renderer );
  175. } else {
  176. renderer.setRenderTarget( readBuffer );
  177. this.fsQuad.render( renderer );
  178. }
  179. // Restore renderer settings
  180. renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
  181. renderer.autoClear = oldAutoClear;
  182. },
  183. getSeperableBlurMaterial: function ( kernelRadius ) {
  184. return new THREE.ShaderMaterial( {
  185. defines: {
  186. "KERNEL_RADIUS": kernelRadius,
  187. "SIGMA": kernelRadius
  188. },
  189. uniforms: {
  190. "colorTexture": { value: null },
  191. "texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
  192. "direction": { value: new THREE.Vector2( 0.5, 0.5 ) }
  193. },
  194. vertexShader:
  195. "varying vec2 vUv;\n\
  196. void main() {\n\
  197. vUv = uv;\n\
  198. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  199. }",
  200. fragmentShader:
  201. "#include <common>\
  202. varying vec2 vUv;\n\
  203. uniform sampler2D colorTexture;\n\
  204. uniform vec2 texSize;\
  205. uniform vec2 direction;\
  206. \
  207. float gaussianPdf(in float x, in float sigma) {\
  208. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
  209. }\
  210. void main() {\n\
  211. vec2 invSize = 1.0 / texSize;\
  212. float fSigma = float(SIGMA);\
  213. float weightSum = gaussianPdf(0.0, fSigma);\
  214. vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
  215. for( int i = 1; i < KERNEL_RADIUS; i ++ ) {\
  216. float x = float(i);\
  217. float w = gaussianPdf(x, fSigma);\
  218. vec2 uvOffset = direction * invSize * x;\
  219. vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
  220. vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
  221. diffuseSum += (sample1 + sample2) * w;\
  222. weightSum += 2.0 * w;\
  223. }\
  224. gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\
  225. }"
  226. } );
  227. },
  228. getCompositeMaterial: function ( nMips ) {
  229. return new THREE.ShaderMaterial( {
  230. defines: {
  231. "NUM_MIPS": nMips
  232. },
  233. uniforms: {
  234. "blurTexture1": { value: null },
  235. "blurTexture2": { value: null },
  236. "blurTexture3": { value: null },
  237. "blurTexture4": { value: null },
  238. "blurTexture5": { value: null },
  239. "dirtTexture": { value: null },
  240. "bloomStrength": { value: 1.0 },
  241. "bloomFactors": { value: null },
  242. "bloomTintColors": { value: null },
  243. "bloomRadius": { value: 0.0 }
  244. },
  245. vertexShader:
  246. "varying vec2 vUv;\n\
  247. void main() {\n\
  248. vUv = uv;\n\
  249. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
  250. }",
  251. fragmentShader:
  252. "varying vec2 vUv;\
  253. uniform sampler2D blurTexture1;\
  254. uniform sampler2D blurTexture2;\
  255. uniform sampler2D blurTexture3;\
  256. uniform sampler2D blurTexture4;\
  257. uniform sampler2D blurTexture5;\
  258. uniform sampler2D dirtTexture;\
  259. uniform float bloomStrength;\
  260. uniform float bloomRadius;\
  261. uniform float bloomFactors[NUM_MIPS];\
  262. uniform vec3 bloomTintColors[NUM_MIPS];\
  263. \
  264. float lerpBloomFactor(const in float factor) { \
  265. float mirrorFactor = 1.2 - factor;\
  266. return mix(factor, mirrorFactor, bloomRadius);\
  267. }\
  268. \
  269. void main() {\
  270. gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + \
  271. lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + \
  272. lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + \
  273. lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + \
  274. lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\
  275. }"
  276. } );
  277. }
  278. } );
  279. THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
  280. THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );