BloomPass.js 3.8 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/#manual/en/introduction/Installation." );
  2. THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
  3. THREE.Pass.call( this );
  4. strength = ( strength !== undefined ) ? strength : 1;
  5. kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
  6. sigma = ( sigma !== undefined ) ? sigma : 4.0;
  7. resolution = ( resolution !== undefined ) ? resolution : 256;
  8. // render targets
  9. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  10. this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  11. this.renderTargetX.texture.name = "BloomPass.x";
  12. this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  13. this.renderTargetY.texture.name = "BloomPass.y";
  14. // copy material
  15. if ( THREE.CopyShader === undefined )
  16. console.error( "THREE.BloomPass relies on THREE.CopyShader" );
  17. var copyShader = THREE.CopyShader;
  18. this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  19. this.copyUniforms[ "opacity" ].value = strength;
  20. this.materialCopy = new THREE.ShaderMaterial( {
  21. uniforms: this.copyUniforms,
  22. vertexShader: copyShader.vertexShader,
  23. fragmentShader: copyShader.fragmentShader,
  24. blending: THREE.AdditiveBlending,
  25. transparent: true
  26. } );
  27. // convolution material
  28. if ( THREE.ConvolutionShader === undefined )
  29. console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" );
  30. var convolutionShader = THREE.ConvolutionShader;
  31. this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
  32. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
  33. this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );
  34. this.materialConvolution = new THREE.ShaderMaterial( {
  35. uniforms: this.convolutionUniforms,
  36. vertexShader: convolutionShader.vertexShader,
  37. fragmentShader: convolutionShader.fragmentShader,
  38. defines: {
  39. "KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
  40. "KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
  41. }
  42. } );
  43. this.needsSwap = false;
  44. this.fsQuad = new THREE.Pass.FullScreenQuad( null );
  45. };
  46. THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  47. constructor: THREE.BloomPass,
  48. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  49. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  50. // Render quad with blured scene into texture (convolution pass 1)
  51. this.fsQuad.material = this.materialConvolution;
  52. this.convolutionUniforms[ "tDiffuse" ].value = readBuffer.texture;
  53. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
  54. renderer.setRenderTarget( this.renderTargetX );
  55. renderer.clear();
  56. this.fsQuad.render( renderer );
  57. // Render quad with blured scene into texture (convolution pass 2)
  58. this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX.texture;
  59. this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
  60. renderer.setRenderTarget( this.renderTargetY );
  61. renderer.clear();
  62. this.fsQuad.render( renderer );
  63. // Render original scene with superimposed blur to texture
  64. this.fsQuad.material = this.materialCopy;
  65. this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY.texture;
  66. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  67. renderer.setRenderTarget( readBuffer );
  68. if ( this.clear ) renderer.clear();
  69. this.fsQuad.render( renderer );
  70. }
  71. } );
  72. THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
  73. THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );