416 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			416 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	AdditiveBlending, | ||
|  | 	Color, | ||
|  | 	HalfFloatType, | ||
|  | 	MeshBasicMaterial, | ||
|  | 	ShaderMaterial, | ||
|  | 	UniformsUtils, | ||
|  | 	Vector2, | ||
|  | 	Vector3, | ||
|  | 	WebGLRenderTarget | ||
|  | } from 'three'; | ||
|  | import { Pass, FullScreenQuad } from './Pass.js'; | ||
|  | import { CopyShader } from '../shaders/CopyShader.js'; | ||
|  | import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a | ||
|  |  * mip map chain of bloom textures and blurs them with different radii. Because | ||
|  |  * of the weighted combination of mips, and because larger blurs are done on | ||
|  |  * higher mips, this effect provides good quality and performance. | ||
|  |  * | ||
|  |  * Reference: | ||
|  |  * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
 | ||
|  |  */ | ||
|  | class UnrealBloomPass extends Pass { | ||
|  | 
 | ||
|  | 	constructor( resolution, strength, radius, threshold ) { | ||
|  | 
 | ||
|  | 		super(); | ||
|  | 
 | ||
|  | 		this.strength = ( strength !== undefined ) ? strength : 1; | ||
|  | 		this.radius = radius; | ||
|  | 		this.threshold = threshold; | ||
|  | 		this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); | ||
|  | 
 | ||
|  | 		// create color only once here, reuse it later inside the render function
 | ||
|  | 		this.clearColor = new Color( 0, 0, 0 ); | ||
|  | 
 | ||
|  | 		// render targets
 | ||
|  | 		this.renderTargetsHorizontal = []; | ||
|  | 		this.renderTargetsVertical = []; | ||
|  | 		this.nMips = 5; | ||
|  | 		let resx = Math.round( this.resolution.x / 2 ); | ||
|  | 		let resy = Math.round( this.resolution.y / 2 ); | ||
|  | 
 | ||
|  | 		this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | ||
|  | 		this.renderTargetBright.texture.name = 'UnrealBloomPass.bright'; | ||
|  | 		this.renderTargetBright.texture.generateMipmaps = false; | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.nMips; i ++ ) { | ||
|  | 
 | ||
|  | 			const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | ||
|  | 
 | ||
|  | 			renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i; | ||
|  | 			renderTargetHorizonal.texture.generateMipmaps = false; | ||
|  | 
 | ||
|  | 			this.renderTargetsHorizontal.push( renderTargetHorizonal ); | ||
|  | 
 | ||
|  | 			const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } ); | ||
|  | 
 | ||
|  | 			renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i; | ||
|  | 			renderTargetVertical.texture.generateMipmaps = false; | ||
|  | 
 | ||
|  | 			this.renderTargetsVertical.push( renderTargetVertical ); | ||
|  | 
 | ||
|  | 			resx = Math.round( resx / 2 ); | ||
|  | 
 | ||
|  | 			resy = Math.round( resy / 2 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// luminosity high pass material
 | ||
|  | 
 | ||
|  | 		const highPassShader = LuminosityHighPassShader; | ||
|  | 		this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms ); | ||
|  | 
 | ||
|  | 		this.highPassUniforms[ 'luminosityThreshold' ].value = threshold; | ||
|  | 		this.highPassUniforms[ 'smoothWidth' ].value = 0.01; | ||
|  | 
 | ||
|  | 		this.materialHighPassFilter = new ShaderMaterial( { | ||
|  | 			uniforms: this.highPassUniforms, | ||
|  | 			vertexShader: highPassShader.vertexShader, | ||
|  | 			fragmentShader: highPassShader.fragmentShader | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		// gaussian blur materials
 | ||
|  | 
 | ||
|  | 		this.separableBlurMaterials = []; | ||
|  | 		const kernelSizeArray = [ 3, 5, 7, 9, 11 ]; | ||
|  | 		resx = Math.round( this.resolution.x / 2 ); | ||
|  | 		resy = Math.round( this.resolution.y / 2 ); | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.nMips; i ++ ) { | ||
|  | 
 | ||
|  | 			this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) ); | ||
|  | 
 | ||
|  | 			this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy ); | ||
|  | 
 | ||
|  | 			resx = Math.round( resx / 2 ); | ||
|  | 
 | ||
|  | 			resy = Math.round( resy / 2 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// composite material
 | ||
|  | 
 | ||
|  | 		this.compositeMaterial = this.getCompositeMaterial( this.nMips ); | ||
|  | 		this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture; | ||
|  | 		this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture; | ||
|  | 		this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture; | ||
|  | 		this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture; | ||
|  | 		this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture; | ||
|  | 		this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength; | ||
|  | 		this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1; | ||
|  | 
 | ||
|  | 		const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ]; | ||
|  | 		this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors; | ||
|  | 		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 ) ]; | ||
|  | 		this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors; | ||
|  | 
 | ||
|  | 		// blend material
 | ||
|  | 
 | ||
|  | 		const copyShader = CopyShader; | ||
|  | 
 | ||
|  | 		this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); | ||
|  | 
 | ||
|  | 		this.blendMaterial = new ShaderMaterial( { | ||
|  | 			uniforms: this.copyUniforms, | ||
|  | 			vertexShader: copyShader.vertexShader, | ||
|  | 			fragmentShader: copyShader.fragmentShader, | ||
|  | 			blending: AdditiveBlending, | ||
|  | 			depthTest: false, | ||
|  | 			depthWrite: false, | ||
|  | 			transparent: true | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		this.enabled = true; | ||
|  | 		this.needsSwap = false; | ||
|  | 
 | ||
|  | 		this._oldClearColor = new Color(); | ||
|  | 		this.oldClearAlpha = 1; | ||
|  | 
 | ||
|  | 		this.basic = new MeshBasicMaterial(); | ||
|  | 
 | ||
|  | 		this.fsQuad = new FullScreenQuad( null ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	dispose() { | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) { | ||
|  | 
 | ||
|  | 			this.renderTargetsHorizontal[ i ].dispose(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) { | ||
|  | 
 | ||
|  | 			this.renderTargetsVertical[ i ].dispose(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.renderTargetBright.dispose(); | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) { | ||
|  | 
 | ||
|  | 			this.separableBlurMaterials[ i ].dispose(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.compositeMaterial.dispose(); | ||
|  | 		this.blendMaterial.dispose(); | ||
|  | 		this.basic.dispose(); | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		this.fsQuad.dispose(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	setSize( width, height ) { | ||
|  | 
 | ||
|  | 		let resx = Math.round( width / 2 ); | ||
|  | 		let resy = Math.round( height / 2 ); | ||
|  | 
 | ||
|  | 		this.renderTargetBright.setSize( resx, resy ); | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.nMips; i ++ ) { | ||
|  | 
 | ||
|  | 			this.renderTargetsHorizontal[ i ].setSize( resx, resy ); | ||
|  | 			this.renderTargetsVertical[ i ].setSize( resx, resy ); | ||
|  | 
 | ||
|  | 			this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy ); | ||
|  | 
 | ||
|  | 			resx = Math.round( resx / 2 ); | ||
|  | 			resy = Math.round( resy / 2 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { | ||
|  | 
 | ||
|  | 		renderer.getClearColor( this._oldClearColor ); | ||
|  | 		this.oldClearAlpha = renderer.getClearAlpha(); | ||
|  | 		const oldAutoClear = renderer.autoClear; | ||
|  | 		renderer.autoClear = false; | ||
|  | 
 | ||
|  | 		renderer.setClearColor( this.clearColor, 0 ); | ||
|  | 
 | ||
|  | 		if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); | ||
|  | 
 | ||
|  | 		// Render input to screen
 | ||
|  | 
 | ||
|  | 		if ( this.renderToScreen ) { | ||
|  | 
 | ||
|  | 			this.fsQuad.material = this.basic; | ||
|  | 			this.basic.map = readBuffer.texture; | ||
|  | 
 | ||
|  | 			renderer.setRenderTarget( null ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// 1. Extract Bright Areas
 | ||
|  | 
 | ||
|  | 		this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture; | ||
|  | 		this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold; | ||
|  | 		this.fsQuad.material = this.materialHighPassFilter; | ||
|  | 
 | ||
|  | 		renderer.setRenderTarget( this.renderTargetBright ); | ||
|  | 		renderer.clear(); | ||
|  | 		this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		// 2. Blur All the mips progressively
 | ||
|  | 
 | ||
|  | 		let inputRenderTarget = this.renderTargetBright; | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < this.nMips; i ++ ) { | ||
|  | 
 | ||
|  | 			this.fsQuad.material = this.separableBlurMaterials[ i ]; | ||
|  | 
 | ||
|  | 			this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture; | ||
|  | 			this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX; | ||
|  | 			renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 			this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture; | ||
|  | 			this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY; | ||
|  | 			renderer.setRenderTarget( this.renderTargetsVertical[ i ] ); | ||
|  | 			renderer.clear(); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 			inputRenderTarget = this.renderTargetsVertical[ i ]; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Composite All the mips
 | ||
|  | 
 | ||
|  | 		this.fsQuad.material = this.compositeMaterial; | ||
|  | 		this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength; | ||
|  | 		this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius; | ||
|  | 		this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors; | ||
|  | 
 | ||
|  | 		renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] ); | ||
|  | 		renderer.clear(); | ||
|  | 		this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		// Blend it additively over the input texture
 | ||
|  | 
 | ||
|  | 		this.fsQuad.material = this.blendMaterial; | ||
|  | 		this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture; | ||
|  | 
 | ||
|  | 		if ( maskActive ) renderer.state.buffers.stencil.setTest( true ); | ||
|  | 
 | ||
|  | 		if ( this.renderToScreen ) { | ||
|  | 
 | ||
|  | 			renderer.setRenderTarget( null ); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			renderer.setRenderTarget( readBuffer ); | ||
|  | 			this.fsQuad.render( renderer ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Restore renderer settings
 | ||
|  | 
 | ||
|  | 		renderer.setClearColor( this._oldClearColor, this.oldClearAlpha ); | ||
|  | 		renderer.autoClear = oldAutoClear; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getSeperableBlurMaterial( kernelRadius ) { | ||
|  | 
 | ||
|  | 		const coefficients = []; | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < kernelRadius; i ++ ) { | ||
|  | 
 | ||
|  | 			coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return new ShaderMaterial( { | ||
|  | 
 | ||
|  | 			defines: { | ||
|  | 				'KERNEL_RADIUS': kernelRadius | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			uniforms: { | ||
|  | 				'colorTexture': { value: null }, | ||
|  | 				'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
 | ||
|  | 				'direction': { value: new Vector2( 0.5, 0.5 ) }, | ||
|  | 				'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
 | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			vertexShader: | ||
|  | 				`varying vec2 vUv;
 | ||
|  | 				void main() { | ||
|  | 					vUv = uv; | ||
|  | 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 				}`,
 | ||
|  | 
 | ||
|  | 			fragmentShader: | ||
|  | 				`#include <common>
 | ||
|  | 				varying vec2 vUv; | ||
|  | 				uniform sampler2D colorTexture; | ||
|  | 				uniform vec2 invSize; | ||
|  | 				uniform vec2 direction; | ||
|  | 				uniform float gaussianCoefficients[KERNEL_RADIUS]; | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 					float weightSum = gaussianCoefficients[0]; | ||
|  | 					vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum; | ||
|  | 					for( int i = 1; i < KERNEL_RADIUS; i ++ ) { | ||
|  | 						float x = float(i); | ||
|  | 						float w = gaussianCoefficients[i]; | ||
|  | 						vec2 uvOffset = direction * invSize * x; | ||
|  | 						vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb; | ||
|  | 						vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb; | ||
|  | 						diffuseSum += (sample1 + sample2) * w; | ||
|  | 						weightSum += 2.0 * w; | ||
|  | 					} | ||
|  | 					gl_FragColor = vec4(diffuseSum/weightSum, 1.0); | ||
|  | 				}`
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getCompositeMaterial( nMips ) { | ||
|  | 
 | ||
|  | 		return new ShaderMaterial( { | ||
|  | 
 | ||
|  | 			defines: { | ||
|  | 				'NUM_MIPS': nMips | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			uniforms: { | ||
|  | 				'blurTexture1': { value: null }, | ||
|  | 				'blurTexture2': { value: null }, | ||
|  | 				'blurTexture3': { value: null }, | ||
|  | 				'blurTexture4': { value: null }, | ||
|  | 				'blurTexture5': { value: null }, | ||
|  | 				'bloomStrength': { value: 1.0 }, | ||
|  | 				'bloomFactors': { value: null }, | ||
|  | 				'bloomTintColors': { value: null }, | ||
|  | 				'bloomRadius': { value: 0.0 } | ||
|  | 			}, | ||
|  | 
 | ||
|  | 			vertexShader: | ||
|  | 				`varying vec2 vUv;
 | ||
|  | 				void main() { | ||
|  | 					vUv = uv; | ||
|  | 					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 				}`,
 | ||
|  | 
 | ||
|  | 			fragmentShader: | ||
|  | 				`varying vec2 vUv;
 | ||
|  | 				uniform sampler2D blurTexture1; | ||
|  | 				uniform sampler2D blurTexture2; | ||
|  | 				uniform sampler2D blurTexture3; | ||
|  | 				uniform sampler2D blurTexture4; | ||
|  | 				uniform sampler2D blurTexture5; | ||
|  | 				uniform float bloomStrength; | ||
|  | 				uniform float bloomRadius; | ||
|  | 				uniform float bloomFactors[NUM_MIPS]; | ||
|  | 				uniform vec3 bloomTintColors[NUM_MIPS]; | ||
|  | 
 | ||
|  | 				float lerpBloomFactor(const in float factor) { | ||
|  | 					float mirrorFactor = 1.2 - factor; | ||
|  | 					return mix(factor, mirrorFactor, bloomRadius); | ||
|  | 				} | ||
|  | 
 | ||
|  | 				void main() { | ||
|  | 					gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) + | ||
|  | 						lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) + | ||
|  | 						lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) + | ||
|  | 						lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) + | ||
|  | 						lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) ); | ||
|  | 				}`
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 ); | ||
|  | UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 ); | ||
|  | 
 | ||
|  | export { UnrealBloomPass }; |