three-stdlib
Version:
stand-alone library of threejs examples
282 lines (278 loc) • 12.5 kB
JavaScript
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => {
__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
return value;
};
import { Vector2, Color, WebGLRenderTarget, HalfFloatType, UniformsUtils, ShaderMaterial, Vector3, AdditiveBlending, MeshBasicMaterial } from "three";
import { Pass, FullScreenQuad } from "./Pass.js";
import { CopyShader } from "../shaders/CopyShader.js";
import { LuminosityHighPassShader } from "../shaders/LuminosityHighPassShader.js";
const UnrealBloomPass = /* @__PURE__ */ (() => {
const _UnrealBloomPass = class extends Pass {
constructor(resolution, strength, radius, threshold) {
super();
this.strength = strength !== void 0 ? strength : 1;
this.radius = radius;
this.threshold = threshold;
this.resolution = resolution !== void 0 ? new Vector2(resolution.x, resolution.y) : new Vector2(256, 256);
this.clearColor = new Color(0, 0, 0);
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);
}
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,
defines: {}
});
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["texSize"].value = new Vector2(resx, resy);
resx = Math.round(resx / 2);
resy = Math.round(resy / 2);
}
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;
this.compositeMaterial.needsUpdate = true;
const bloomFactors = [1, 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;
const copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone(copyShader.uniforms);
this.copyUniforms["opacity"].value = 1;
this.materialCopy = 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.materialCopy.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["texSize"].value = new Vector2(resx, 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);
if (this.renderToScreen) {
this.fsQuad.material = this.basic;
this.basic.map = readBuffer.texture;
renderer.setRenderTarget(null);
renderer.clear();
this.fsQuad.render(renderer);
}
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);
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];
}
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);
this.fsQuad.material = this.materialCopy;
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);
}
renderer.setClearColor(this._oldClearColor, this.oldClearAlpha);
renderer.autoClear = oldAutoClear;
}
getSeperableBlurMaterial(kernelRadius) {
return new ShaderMaterial({
defines: {
KERNEL_RADIUS: kernelRadius,
SIGMA: kernelRadius
},
uniforms: {
colorTexture: { value: null },
texSize: { value: new Vector2(0.5, 0.5) },
direction: { value: new Vector2(0.5, 0.5) }
},
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 texSize;
uniform vec2 direction;
float gaussianPdf(in float x, in float sigma) {
return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
}
void main() {
vec2 invSize = 1.0 / texSize;
float fSigma = float(SIGMA);
float weightSum = gaussianPdf(0.0, fSigma);
vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
float x = float(i);
float w = gaussianPdf(x, fSigma);
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 },
bloomFactors: { value: null },
bloomTintColors: { value: null },
bloomRadius: { value: 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) );
}`
});
}
};
let UnrealBloomPass2 = _UnrealBloomPass;
__publicField(UnrealBloomPass2, "BlurDirectionX", new Vector2(1, 0));
__publicField(UnrealBloomPass2, "BlurDirectionY", new Vector2(0, 1));
return UnrealBloomPass2;
})();
export {
UnrealBloomPass
};
//# sourceMappingURL=UnrealBloomPass.js.map