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- import {
- AdditiveBlending,
- HalfFloatType,
- ShaderMaterial,
- UniformsUtils,
- Vector2,
- WebGLRenderTarget
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
- /**
- * A pass for a basic Bloom effect.
- *
- * {@link UnrealBloomPass} produces a more advanced Bloom but is also
- * more expensive.
- *
- * ```js
- * const effectBloom = new BloomPass( 0.75 );
- * composer.addPass( effectBloom );
- * ```
- *
- * @augments Pass
- * @three_import import { BloomPass } from 'three/addons/postprocessing/BloomPass.js';
- */
- class BloomPass extends Pass {
- /**
- * Constructs a new Bloom pass.
- *
- * @param {number} [strength=1] - The Bloom strength.
- * @param {number} [kernelSize=25] - The kernel size.
- * @param {number} [sigma=4] - The sigma.
- */
- constructor( strength = 1, kernelSize = 25, sigma = 4 ) {
- super();
- // combine material
- /**
- * The combine pass uniforms.
- *
- * @type {Object}
- */
- this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms );
- this.combineUniforms[ 'strength' ].value = strength;
- /**
- * The combine pass material.
- *
- * @type {ShaderMaterial}
- */
- this.materialCombine = new ShaderMaterial( {
- name: CombineShader.name,
- uniforms: this.combineUniforms,
- vertexShader: CombineShader.vertexShader,
- fragmentShader: CombineShader.fragmentShader,
- blending: AdditiveBlending,
- transparent: true
- } );
- // convolution material
- const convolutionShader = ConvolutionShader;
- /**
- * The convolution pass uniforms.
- *
- * @type {Object}
- */
- this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
- this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
- this.convolutionUniforms[ 'cKernel' ].value = buildKernel( sigma );
- /**
- * The convolution pass material.
- *
- * @type {ShaderMaterial}
- */
- this.materialConvolution = new ShaderMaterial( {
- name: convolutionShader.name,
- uniforms: this.convolutionUniforms,
- vertexShader: convolutionShader.vertexShader,
- fragmentShader: convolutionShader.fragmentShader,
- defines: {
- 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
- 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
- }
- } );
- /**
- * Overwritten to disable the swap.
- *
- * @type {boolean}
- * @default false
- */
- this.needsSwap = false;
- // internals
- this._renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
- this._renderTargetX.texture.name = 'BloomPass.x';
- this._renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
- this._renderTargetY.texture.name = 'BloomPass.y';
- this._fsQuad = new FullScreenQuad( null );
- }
- /**
- * Performs the Bloom pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
- if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
- // Render quad with blurred scene into texture (convolution pass 1)
- this._fsQuad.material = this.materialConvolution;
- this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
- this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
- renderer.setRenderTarget( this._renderTargetX );
- renderer.clear();
- this._fsQuad.render( renderer );
- // Render quad with blurred scene into texture (convolution pass 2)
- this.convolutionUniforms[ 'tDiffuse' ].value = this._renderTargetX.texture;
- this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
- renderer.setRenderTarget( this._renderTargetY );
- renderer.clear();
- this._fsQuad.render( renderer );
- // Render original scene with superimposed blur to texture
- this._fsQuad.material = this.materialCombine;
- this.combineUniforms[ 'tDiffuse' ].value = this._renderTargetY.texture;
- if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
- renderer.setRenderTarget( readBuffer );
- if ( this.clear ) renderer.clear();
- this._fsQuad.render( renderer );
- }
- /**
- * Sets the size of the pass.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- setSize( width, height ) {
- this._renderTargetX.setSize( width, height );
- this._renderTargetY.setSize( width, height );
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- this._renderTargetX.dispose();
- this._renderTargetY.dispose();
- this.materialCombine.dispose();
- this.materialConvolution.dispose();
- this._fsQuad.dispose();
- }
- }
- const CombineShader = {
- name: 'CombineShader',
- uniforms: {
- 'tDiffuse': { value: null },
- 'strength': { value: 1.0 }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: /* glsl */`
- uniform float strength;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- void main() {
- vec4 texel = texture2D( tDiffuse, vUv );
- gl_FragColor = strength * texel;
- }`
- };
- BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
- BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
- function gauss( x, sigma ) {
- return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
- }
- function buildKernel( sigma ) {
- // We loop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
- const kMaxKernelSize = 25;
- let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
- if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
- const halfWidth = ( kernelSize - 1 ) * 0.5;
- const values = new Array( kernelSize );
- let sum = 0.0;
- for ( let i = 0; i < kernelSize; ++ i ) {
- values[ i ] = gauss( i - halfWidth, sigma );
- sum += values[ i ];
- }
- // normalize the kernel
- for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum;
- return values;
- }
- export { BloomPass };
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