173 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	AdditiveBlending,
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| 	HalfFloatType,
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| 	ShaderMaterial,
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| 	UniformsUtils,
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| 	Vector2,
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| 	WebGLRenderTarget
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| } from 'three';
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| import { Pass, FullScreenQuad } from './Pass.js';
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| import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
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| 
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| class BloomPass extends Pass {
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| 
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| 	constructor( strength = 1, kernelSize = 25, sigma = 4 ) {
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| 
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| 		super();
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| 
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| 		// render targets
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| 
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| 		this.renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
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| 		this.renderTargetX.texture.name = 'BloomPass.x';
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| 		this.renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
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| 		this.renderTargetY.texture.name = 'BloomPass.y';
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| 
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| 		// combine material
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| 
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| 		this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms );
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| 
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| 		this.combineUniforms[ 'strength' ].value = strength;
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| 
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| 		this.materialCombine = new ShaderMaterial( {
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| 
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| 			name: CombineShader.name,
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| 			uniforms: this.combineUniforms,
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| 			vertexShader: CombineShader.vertexShader,
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| 			fragmentShader: CombineShader.fragmentShader,
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| 			blending: AdditiveBlending,
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| 			transparent: true
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| 
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| 		} );
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| 
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| 		// convolution material
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| 
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| 		const convolutionShader = ConvolutionShader;
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| 
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| 		this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
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| 
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| 		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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| 		this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma );
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| 
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| 		this.materialConvolution = new ShaderMaterial( {
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| 
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| 			name: convolutionShader.name,
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| 			uniforms: this.convolutionUniforms,
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| 			vertexShader: convolutionShader.vertexShader,
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| 			fragmentShader: convolutionShader.fragmentShader,
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| 			defines: {
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| 				'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
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| 				'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
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| 			}
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| 
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| 		} );
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| 
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| 		this.needsSwap = false;
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| 
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| 		this.fsQuad = new FullScreenQuad( null );
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| 
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| 	}
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| 
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| 	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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| 
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| 		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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| 
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| 		// Render quad with blured scene into texture (convolution pass 1)
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| 
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| 		this.fsQuad.material = this.materialConvolution;
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| 
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| 		this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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| 		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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| 
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| 		renderer.setRenderTarget( this.renderTargetX );
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| 		renderer.clear();
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| 		this.fsQuad.render( renderer );
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| 
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| 
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| 		// Render quad with blured scene into texture (convolution pass 2)
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| 
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| 		this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
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| 		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
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| 
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| 		renderer.setRenderTarget( this.renderTargetY );
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| 		renderer.clear();
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| 		this.fsQuad.render( renderer );
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| 
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| 		// Render original scene with superimposed blur to texture
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| 
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| 		this.fsQuad.material = this.materialCombine;
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| 
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| 		this.combineUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
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| 
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| 		if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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| 
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| 		renderer.setRenderTarget( readBuffer );
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| 		if ( this.clear ) renderer.clear();
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| 		this.fsQuad.render( renderer );
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| 
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| 	}
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| 
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| 	setSize( width, height ) {
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| 
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| 		this.renderTargetX.setSize( width, height );
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| 		this.renderTargetY.setSize( width, height );
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| 
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| 	}
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| 
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| 	dispose() {
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| 
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| 		this.renderTargetX.dispose();
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| 		this.renderTargetY.dispose();
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| 
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| 		this.materialCombine.dispose();
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| 		this.materialConvolution.dispose();
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| 
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| 		this.fsQuad.dispose();
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| 
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| 	}
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| 
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| }
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| 
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| const CombineShader = {
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| 
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| 	name: 'CombineShader',
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| 
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| 	uniforms: {
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| 
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| 		'tDiffuse': { value: null },
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| 		'strength': { value: 1.0 }
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| 
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vUv = uv;
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 
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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 
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| 		uniform float strength;
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| 
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| 		uniform sampler2D tDiffuse;
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| 
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| 		varying vec2 vUv;
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| 
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| 		void main() {
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| 
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| 			vec4 texel = texture2D( tDiffuse, vUv );
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| 			gl_FragColor = strength * texel;
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| 
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| 		}`
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| 
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| };
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| 
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| BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
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| BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
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| 
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| export { BloomPass };
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