UnrealBloomPass.js 12 KB

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