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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class BloomPass extends Pass {
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	constructor( strength = 1, kernelSize = 25, sigma = 4 ) {
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		super();
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		// render targets
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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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		// combine material
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		this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms );
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		this.combineUniforms[ 'strength' ].value = strength;
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		this.materialCombine = new ShaderMaterial( {
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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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		// convolution material
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		const convolutionShader = ConvolutionShader;
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		this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
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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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		this.materialConvolution = new ShaderMaterial( {
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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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		this.needsSwap = false;
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		this.fsQuad = new FullScreenQuad( null );
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	}
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	render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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		if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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		// Render quad with blured scene into texture (convolution pass 1)
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		this.fsQuad.material = this.materialConvolution;
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		this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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		this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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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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		// Render quad with blured scene into texture (convolution pass 2)
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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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		renderer.setRenderTarget( this.renderTargetY );
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		renderer.clear();
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		this.fsQuad.render( renderer );
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		// Render original scene with superimposed blur to texture
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		this.fsQuad.material = this.materialCombine;
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		this.combineUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
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		if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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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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	setSize( width, height ) {
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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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	dispose() {
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		this.renderTargetX.dispose();
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		this.renderTargetY.dispose();
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		this.materialCombine.dispose();
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		this.materialConvolution.dispose();
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		this.fsQuad.dispose();
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	}
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}
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const CombineShader = {
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	name: 'CombineShader',
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	uniforms: {
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		'tDiffuse': { value: null },
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		'strength': { value: 1.0 }
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	},
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	vertexShader: /* glsl */`
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		varying vec2 vUv;
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		void main() {
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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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	fragmentShader: /* glsl */`
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		uniform float strength;
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		uniform sampler2D tDiffuse;
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		varying vec2 vUv;
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		void main() {
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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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BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
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BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
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export { BloomPass };
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