BloomPass.js 3.7 KB

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  1. import {
  2. AdditiveBlending,
  3. LinearFilter,
  4. RGBAFormat,
  5. ShaderMaterial,
  6. UniformsUtils,
  7. Vector2,
  8. WebGLRenderTarget
  9. } from '../../../build/three.module.js';
  10. import { Pass } from '../postprocessing/Pass.js';
  11. import { CopyShader } from '../shaders/CopyShader.js';
  12. import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
  13. var BloomPass = function ( strength, kernelSize, sigma, resolution ) {
  14. Pass.call( this );
  15. strength = ( strength !== undefined ) ? strength : 1;
  16. kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
  17. sigma = ( sigma !== undefined ) ? sigma : 4.0;
  18. resolution = ( resolution !== undefined ) ? resolution : 256;
  19. // render targets
  20. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  21. this.renderTargetX = new WebGLRenderTarget( resolution, resolution, pars );
  22. this.renderTargetX.texture.name = 'BloomPass.x';
  23. this.renderTargetY = new WebGLRenderTarget( resolution, resolution, pars );
  24. this.renderTargetY.texture.name = 'BloomPass.y';
  25. // copy material
  26. if ( CopyShader === undefined )
  27. console.error( 'THREE.BloomPass relies on CopyShader' );
  28. var copyShader = CopyShader;
  29. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  30. this.copyUniforms[ 'opacity' ].value = strength;
  31. this.materialCopy = new ShaderMaterial( {
  32. uniforms: this.copyUniforms,
  33. vertexShader: copyShader.vertexShader,
  34. fragmentShader: copyShader.fragmentShader,
  35. blending: AdditiveBlending,
  36. transparent: true
  37. } );
  38. // convolution material
  39. if ( ConvolutionShader === undefined )
  40. console.error( 'THREE.BloomPass relies on ConvolutionShader' );
  41. var convolutionShader = ConvolutionShader;
  42. this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
  43. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
  44. this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma );
  45. this.materialConvolution = new ShaderMaterial( {
  46. uniforms: this.convolutionUniforms,
  47. vertexShader: convolutionShader.vertexShader,
  48. fragmentShader: convolutionShader.fragmentShader,
  49. defines: {
  50. 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
  51. 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
  52. }
  53. } );
  54. this.needsSwap = false;
  55. this.fsQuad = new Pass.FullScreenQuad( null );
  56. };
  57. BloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  58. constructor: BloomPass,
  59. render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  60. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  61. // Render quad with blured scene into texture (convolution pass 1)
  62. this.fsQuad.material = this.materialConvolution;
  63. this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  64. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
  65. renderer.setRenderTarget( this.renderTargetX );
  66. renderer.clear();
  67. this.fsQuad.render( renderer );
  68. // Render quad with blured scene into texture (convolution pass 2)
  69. this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
  70. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
  71. renderer.setRenderTarget( this.renderTargetY );
  72. renderer.clear();
  73. this.fsQuad.render( renderer );
  74. // Render original scene with superimposed blur to texture
  75. this.fsQuad.material = this.materialCopy;
  76. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
  77. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  78. renderer.setRenderTarget( readBuffer );
  79. if ( this.clear ) renderer.clear();
  80. this.fsQuad.render( renderer );
  81. }
  82. } );
  83. BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
  84. BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
  85. export { BloomPass };