UnrealBloomPass.js 12 KB

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  1. import {
  2. AdditiveBlending,
  3. Color,
  4. MeshBasicMaterial,
  5. ShaderMaterial,
  6. UniformsUtils,
  7. Vector2,
  8. Vector3,
  9. WebGLRenderTarget
  10. } from 'three';
  11. import { Pass, FullScreenQuad } from './Pass.js';
  12. import { CopyShader } from '../shaders/CopyShader.js';
  13. import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
  14. /**
  15. * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
  16. * mip map chain of bloom textures and blurs them with different radii. Because
  17. * of the weighted combination of mips, and because larger blurs are done on
  18. * higher mips, this effect provides good quality and performance.
  19. *
  20. * Reference:
  21. * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
  22. */
  23. class UnrealBloomPass extends Pass {
  24. constructor( resolution, strength, radius, threshold ) {
  25. super();
  26. this.strength = ( strength !== undefined ) ? strength : 1;
  27. this.radius = radius;
  28. this.threshold = threshold;
  29. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  30. // create color only once here, reuse it later inside the render function
  31. this.clearColor = new Color( 0, 0, 0 );
  32. // render targets
  33. this.renderTargetsHorizontal = [];
  34. this.renderTargetsVertical = [];
  35. this.nMips = 5;
  36. let resx = Math.round( this.resolution.x / 2 );
  37. let resy = Math.round( this.resolution.y / 2 );
  38. this.renderTargetBright = new WebGLRenderTarget( resx, resy );
  39. this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
  40. this.renderTargetBright.texture.generateMipmaps = false;
  41. for ( let i = 0; i < this.nMips; i ++ ) {
  42. const renderTargetHorizonal = new WebGLRenderTarget( resx, resy );
  43. renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
  44. renderTargetHorizonal.texture.generateMipmaps = false;
  45. this.renderTargetsHorizontal.push( renderTargetHorizonal );
  46. const renderTargetVertical = new WebGLRenderTarget( resx, resy );
  47. renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
  48. renderTargetVertical.texture.generateMipmaps = false;
  49. this.renderTargetsVertical.push( renderTargetVertical );
  50. resx = Math.round( resx / 2 );
  51. resy = Math.round( resy / 2 );
  52. }
  53. // luminosity high pass material
  54. const highPassShader = LuminosityHighPassShader;
  55. this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
  56. this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
  57. this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
  58. this.materialHighPassFilter = new ShaderMaterial( {
  59. uniforms: this.highPassUniforms,
  60. vertexShader: highPassShader.vertexShader,
  61. fragmentShader: highPassShader.fragmentShader,
  62. defines: {}
  63. } );
  64. // Gaussian Blur Materials
  65. this.separableBlurMaterials = [];
  66. const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
  67. resx = Math.round( this.resolution.x / 2 );
  68. resy = Math.round( this.resolution.y / 2 );
  69. for ( let i = 0; i < this.nMips; i ++ ) {
  70. this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
  71. this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new Vector2( resx, resy );
  72. resx = Math.round( resx / 2 );
  73. resy = Math.round( resy / 2 );
  74. }
  75. // Composite material
  76. this.compositeMaterial = this.getCompositeMaterial( this.nMips );
  77. this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
  78. this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
  79. this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
  80. this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
  81. this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
  82. this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
  83. this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
  84. this.compositeMaterial.needsUpdate = true;
  85. const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
  86. this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
  87. this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
  88. this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
  89. // copy material
  90. const copyShader = CopyShader;
  91. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  92. this.copyUniforms[ 'opacity' ].value = 1.0;
  93. this.materialCopy = new ShaderMaterial( {
  94. uniforms: this.copyUniforms,
  95. vertexShader: copyShader.vertexShader,
  96. fragmentShader: copyShader.fragmentShader,
  97. blending: AdditiveBlending,
  98. depthTest: false,
  99. depthWrite: false,
  100. transparent: true
  101. } );
  102. this.enabled = true;
  103. this.needsSwap = false;
  104. this._oldClearColor = new Color();
  105. this.oldClearAlpha = 1;
  106. this.basic = new MeshBasicMaterial();
  107. this.fsQuad = new FullScreenQuad( null );
  108. }
  109. dispose() {
  110. for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
  111. this.renderTargetsHorizontal[ i ].dispose();
  112. }
  113. for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
  114. this.renderTargetsVertical[ i ].dispose();
  115. }
  116. this.renderTargetBright.dispose();
  117. //
  118. for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
  119. this.separableBlurMaterials[ i ].dispose();
  120. }
  121. this.compositeMaterial.dispose();
  122. this.materialCopy.dispose();
  123. this.basic.dispose();
  124. //
  125. this.fsQuad.dispose();
  126. }
  127. setSize( width, height ) {
  128. let resx = Math.round( width / 2 );
  129. let resy = Math.round( height / 2 );
  130. this.renderTargetBright.setSize( resx, resy );
  131. for ( let i = 0; i < this.nMips; i ++ ) {
  132. this.renderTargetsHorizontal[ i ].setSize( resx, resy );
  133. this.renderTargetsVertical[ i ].setSize( resx, resy );
  134. this.separableBlurMaterials[ i ].uniforms[ 'texSize' ].value = new Vector2( resx, resy );
  135. resx = Math.round( resx / 2 );
  136. resy = Math.round( resy / 2 );
  137. }
  138. }
  139. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  140. renderer.getClearColor( this._oldClearColor );
  141. this.oldClearAlpha = renderer.getClearAlpha();
  142. const oldAutoClear = renderer.autoClear;
  143. renderer.autoClear = false;
  144. renderer.setClearColor( this.clearColor, 0 );
  145. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  146. // Render input to screen
  147. if ( this.renderToScreen ) {
  148. this.fsQuad.material = this.basic;
  149. this.basic.map = readBuffer.texture;
  150. renderer.setRenderTarget( null );
  151. renderer.clear();
  152. this.fsQuad.render( renderer );
  153. }
  154. // 1. Extract Bright Areas
  155. this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  156. this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
  157. this.fsQuad.material = this.materialHighPassFilter;
  158. renderer.setRenderTarget( this.renderTargetBright );
  159. renderer.clear();
  160. this.fsQuad.render( renderer );
  161. // 2. Blur All the mips progressively
  162. let inputRenderTarget = this.renderTargetBright;
  163. for ( let i = 0; i < this.nMips; i ++ ) {
  164. this.fsQuad.material = this.separableBlurMaterials[ i ];
  165. this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
  166. this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
  167. renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
  168. renderer.clear();
  169. this.fsQuad.render( renderer );
  170. this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
  171. this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
  172. renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
  173. renderer.clear();
  174. this.fsQuad.render( renderer );
  175. inputRenderTarget = this.renderTargetsVertical[ i ];
  176. }
  177. // Composite All the mips
  178. this.fsQuad.material = this.compositeMaterial;
  179. this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
  180. this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
  181. this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
  182. renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
  183. renderer.clear();
  184. this.fsQuad.render( renderer );
  185. // Blend it additively over the input texture
  186. this.fsQuad.material = this.materialCopy;
  187. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
  188. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  189. if ( this.renderToScreen ) {
  190. renderer.setRenderTarget( null );
  191. this.fsQuad.render( renderer );
  192. } else {
  193. renderer.setRenderTarget( readBuffer );
  194. this.fsQuad.render( renderer );
  195. }
  196. // Restore renderer settings
  197. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  198. renderer.autoClear = oldAutoClear;
  199. }
  200. getSeperableBlurMaterial( kernelRadius ) {
  201. return new ShaderMaterial( {
  202. defines: {
  203. 'KERNEL_RADIUS': kernelRadius,
  204. 'SIGMA': kernelRadius
  205. },
  206. uniforms: {
  207. 'colorTexture': { value: null },
  208. 'texSize': { value: new Vector2( 0.5, 0.5 ) },
  209. 'direction': { value: new Vector2( 0.5, 0.5 ) }
  210. },
  211. vertexShader:
  212. `varying vec2 vUv;
  213. void main() {
  214. vUv = uv;
  215. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  216. }`,
  217. fragmentShader:
  218. `#include <common>
  219. varying vec2 vUv;
  220. uniform sampler2D colorTexture;
  221. uniform vec2 texSize;
  222. uniform vec2 direction;
  223. float gaussianPdf(in float x, in float sigma) {
  224. return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
  225. }
  226. void main() {
  227. vec2 invSize = 1.0 / texSize;
  228. float fSigma = float(SIGMA);
  229. float weightSum = gaussianPdf(0.0, fSigma);
  230. vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
  231. for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
  232. float x = float(i);
  233. float w = gaussianPdf(x, fSigma);
  234. vec2 uvOffset = direction * invSize * x;
  235. vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;
  236. vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;
  237. diffuseSum += (sample1 + sample2) * w;
  238. weightSum += 2.0 * w;
  239. }
  240. gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
  241. }`
  242. } );
  243. }
  244. getCompositeMaterial( nMips ) {
  245. return new ShaderMaterial( {
  246. defines: {
  247. 'NUM_MIPS': nMips
  248. },
  249. uniforms: {
  250. 'blurTexture1': { value: null },
  251. 'blurTexture2': { value: null },
  252. 'blurTexture3': { value: null },
  253. 'blurTexture4': { value: null },
  254. 'blurTexture5': { value: null },
  255. 'bloomStrength': { value: 1.0 },
  256. 'bloomFactors': { value: null },
  257. 'bloomTintColors': { value: null },
  258. 'bloomRadius': { value: 0.0 }
  259. },
  260. vertexShader:
  261. `varying vec2 vUv;
  262. void main() {
  263. vUv = uv;
  264. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  265. }`,
  266. fragmentShader:
  267. `varying vec2 vUv;
  268. uniform sampler2D blurTexture1;
  269. uniform sampler2D blurTexture2;
  270. uniform sampler2D blurTexture3;
  271. uniform sampler2D blurTexture4;
  272. uniform sampler2D blurTexture5;
  273. uniform float bloomStrength;
  274. uniform float bloomRadius;
  275. uniform float bloomFactors[NUM_MIPS];
  276. uniform vec3 bloomTintColors[NUM_MIPS];
  277. float lerpBloomFactor(const in float factor) {
  278. float mirrorFactor = 1.2 - factor;
  279. return mix(factor, mirrorFactor, bloomRadius);
  280. }
  281. void main() {
  282. gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
  283. lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
  284. lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
  285. lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
  286. lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
  287. }`
  288. } );
  289. }
  290. }
  291. UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
  292. UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
  293. export { UnrealBloomPass };