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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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// --------------- POST EFFECT DEFINITION --------------- // const SAMPLE_COUNT = 15; function computeGaussian(n, theta) { return ((1.0 / Math.sqrt(2 * Math.PI * theta)) * Math.exp(-(n * n) / (2 * theta * theta))); } function calculateBlurValues(sampleWeights, sampleOffsets, dx, dy, blurAmount) { // Look up how many samples our gaussian blur effect supports. // Create temporary arrays for computing our filter settings. // The first sample always has a zero offset. sampleWeights[0] = computeGaussian(0, blurAmount); sampleOffsets[0] = 0; sampleOffsets[1] = 0; // Maintain a sum of all the weighting values. let totalWeights = sampleWeights[0]; // Add pairs of additional sample taps, positioned // along a line in both directions from the center. const len = Math.floor(SAMPLE_COUNT / 2); for (let i = 0; i < len; i++) { // Store weights for the positive and negative taps. const weight = computeGaussian(i + 1, blurAmount); sampleWeights[i * 2] = weight; sampleWeights[i * 2 + 1] = weight; totalWeights += weight * 2; // To get the maximum amount of blurring from a limited number of // pixel shader samples, we take advantage of the bilinear filtering // hardware inside the texture fetch unit. If we position our texture // coordinates exactly halfway between two texels, the filtering unit // will average them for us, giving two samples for the price of one. // This allows us to step in units of two texels per sample, rather // than just one at a time. The 1.5 offset kicks things off by // positioning us nicely in between two texels. const sampleOffset = i * 2 + 1.5; // Store texture coordinate offsets for the positive and negative taps. sampleOffsets[i * 4] = dx * sampleOffset; sampleOffsets[i * 4 + 1] = dy * sampleOffset; sampleOffsets[i * 4 + 2] = -dx * sampleOffset; sampleOffsets[i * 4 + 3] = -dy * sampleOffset; } // Normalize the list of sample weightings, so they will always sum to one. for (let i = 0; i < sampleWeights.length; i++) { sampleWeights[i] /= totalWeights; } } /** * @class * @name BloomEffect * @classdesc Implements the BloomEffect post processing effect. * @description Creates new instance of the post effect. * @augments PostEffect * @param {GraphicsDevice} graphicsDevice - The graphics device of the application. * @property {number} bloomThreshold Only pixels brighter then this threshold will be processed. Ranges from 0 to 1. * @property {number} blurAmount Controls the amount of blurring. * @property {number} bloomIntensity The intensity of the effect. */ class BloomEffect extends pc.PostEffect { constructor(graphicsDevice) { super(graphicsDevice); // Shaders const attributes = { aPosition: pc.SEMANTIC_POSITION }; // Pixel shader extracts the brighter areas of an image. // This is the first step in applying a bloom postprocess. const extractFrag = /* glsl */` varying vec2 vUv0; uniform sampler2D uBaseTexture; uniform float uBloomThreshold; void main(void) { // Look up the original image color. vec4 color = texture2D(uBaseTexture, vUv0); // Adjust it to keep only values brighter than the specified threshold. gl_FragColor = clamp((color - uBloomThreshold) / (1.0 - uBloomThreshold), 0.0, 1.0); } `; // Pixel shader applies a one dimensional gaussian blur filter. // This is used twice by the bloom postprocess, first to // blur horizontally, and then again to blur vertically. const gaussianBlurFrag = /* glsl */` #define SAMPLE_COUNT ${SAMPLE_COUNT} varying vec2 vUv0; uniform sampler2D uBloomTexture; uniform vec2 uBlurOffsets[${SAMPLE_COUNT}]; uniform float uBlurWeights[${SAMPLE_COUNT}]; void main(void) { vec4 color = vec4(0.0); // Combine a number of weighted image filter taps. for (int i = 0; i < SAMPLE_COUNT; i++) { color += texture2D(uBloomTexture, vUv0 + uBlurOffsets[i]) * uBlurWeights[i]; } gl_FragColor = color; } `; // Pixel shader combines the bloom image with the original // scene, using tweakable intensity levels. // This is the final step in applying a bloom postprocess. const combineFrag = /* glsl */` varying vec2 vUv0; uniform float uBloomEffectIntensity; uniform sampler2D uBaseTexture; uniform sampler2D uBloomTexture; void main(void) { // Look up the bloom and original base image colors. vec4 bloom = texture2D(uBloomTexture, vUv0) * uBloomEffectIntensity; vec4 base = texture2D(uBaseTexture, vUv0); // Darken down the base image in areas where there is a lot of bloom, // to prevent things looking excessively burned-out. base *= (1.0 - clamp(bloom, 0.0, 1.0)); // Combine the two images. gl_FragColor = base + bloom; } `; this.extractShader = pc.ShaderUtils.createShader(graphicsDevice, { uniqueName: 'BloomExtractShader', attributes: attributes, vertexGLSL: pc.PostEffect.quadVertexShader, fragmentGLSL: extractFrag }); this.blurShader = pc.ShaderUtils.createShader(graphicsDevice, { uniqueName: 'BloomBlurShader', attributes: attributes, vertexGLSL: pc.PostEffect.quadVertexShader, fragmentGLSL: gaussianBlurFrag }); this.combineShader = pc.ShaderUtils.createShader(graphicsDevice, { uniqueName: 'BloomCombineShader', attributes: attributes, vertexGLSL: pc.PostEffect.quadVertexShader, fragmentGLSL: combineFrag }); this.targets = []; // Effect defaults this.bloomThreshold = 0.25; this.blurAmount = 4; this.bloomIntensity = 1.25; // Uniforms this.sampleWeights = new Float32Array(SAMPLE_COUNT); this.sampleOffsets = new Float32Array(SAMPLE_COUNT * 2); } _destroy() { if (this.targets) { for (let i = 0; i < this.targets.length; i++) { this.targets[i].destroyTextureBuffers(); this.targets[i].destroy(); } } this.targets.length = 0; } _resize(target) { const width = target.colorBuffer.width; const height = target.colorBuffer.height; if (width === this.width && height === this.height) { return; } this.width = width; this.height = height; this._destroy(); // Render targets for (let i = 0; i < 2; i++) { const colorBuffer = new pc.Texture(this.device, { name: `Bloom Texture${i}`, format: pc.PIXELFORMAT_RGBA8, width: width >> 1, height: height >> 1, mipmaps: false }); colorBuffer.minFilter = pc.FILTER_LINEAR; colorBuffer.magFilter = pc.FILTER_LINEAR; colorBuffer.addressU = pc.ADDRESS_CLAMP_TO_EDGE; colorBuffer.addressV = pc.ADDRESS_CLAMP_TO_EDGE; colorBuffer.name = `pe-bloom-${i}`; const bloomTarget = new pc.RenderTarget({ name: `Bloom Render Target ${i}`, colorBuffer: colorBuffer, depth: false }); this.targets.push(bloomTarget); } } render(inputTarget, outputTarget, rect) { this._resize(inputTarget); const device = this.device; const scope = device.scope; // Pass 1: draw the scene into rendertarget 1, using a // shader that extracts only the brightest parts of the image. scope.resolve('uBloomThreshold').setValue(this.bloomThreshold); scope.resolve('uBaseTexture').setValue(inputTarget.colorBuffer); this.drawQuad(this.targets[0], this.extractShader); // Pass 2: draw from rendertarget 1 into rendertarget 2, // using a shader to apply a horizontal gaussian blur filter. calculateBlurValues(this.sampleWeights, this.sampleOffsets, 1.0 / this.targets[1].width, 0, this.blurAmount); scope.resolve('uBlurWeights[0]').setValue(this.sampleWeights); scope.resolve('uBlurOffsets[0]').setValue(this.sampleOffsets); scope.resolve('uBloomTexture').setValue(this.targets[0].colorBuffer); this.drawQuad(this.targets[1], this.blurShader); // Pass 3: draw from rendertarget 2 back into rendertarget 1, // using a shader to apply a vertical gaussian blur filter. calculateBlurValues(this.sampleWeights, this.sampleOffsets, 0, 1.0 / this.targets[0].height, this.blurAmount); scope.resolve('uBlurWeights[0]').setValue(this.sampleWeights); scope.resolve('uBlurOffsets[0]').setValue(this.sampleOffsets); scope.resolve('uBloomTexture').setValue(this.targets[1].colorBuffer); this.drawQuad(this.targets[0], this.blurShader); // Pass 4: draw both rendertarget 1 and the original scene // image back into the main backbuffer, using a shader that // combines them to produce the final bloomed result. scope.resolve('uBloomEffectIntensity').setValue(this.bloomIntensity); scope.resolve('uBloomTexture').setValue(this.targets[0].colorBuffer); scope.resolve('uBaseTexture').setValue(inputTarget.colorBuffer); this.drawQuad(outputTarget, this.combineShader, rect); } } // ----------------- SCRIPT DEFINITION ------------------ // var Bloom = pc.createScript('bloom'); Bloom.attributes.add('bloomIntensity', { type: 'number', default: 1, min: 0, title: 'Intensity' }); Bloom.attributes.add('bloomThreshold', { type: 'number', default: 0.25, min: 0, max: 1, title: 'Threshold' }); Bloom.attributes.add('blurAmount', { type: 'number', default: 4, min: 1, 'title': 'Blur amount' }); Bloom.prototype.initialize = function () { this.effect = new BloomEffect(this.app.graphicsDevice); this.effect.bloomThreshold = this.bloomThreshold; this.effect.blurAmount = this.blurAmount; this.effect.bloomIntensity = this.bloomIntensity; var queue = this.entity.camera.postEffects; queue.addEffect(this.effect); this.on('attr', function (name, value) { this.effect[name] = value; }, this); this.on('state', function (enabled) { if (enabled) { queue.addEffect(this.effect); } else { queue.removeEffect(this.effect); } }); this.on('destroy', function () { queue.removeEffect(this.effect); this.effect._destroy(); }); };