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three

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JavaScript 3D library

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import { AdditiveBlending, HalfFloatType, ShaderMaterial, UniformsUtils, Vector2, WebGLRenderTarget } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { ConvolutionShader } from '../shaders/ConvolutionShader.js'; /** * A pass for a basic Bloom effect. * * {@link UnrealBloomPass} produces a more advanced Bloom but is also * more expensive. * * ```js * const effectBloom = new BloomPass( 0.75 ); * composer.addPass( effectBloom ); * ``` * * @augments Pass */ class BloomPass extends Pass { /** * Constructs a new Bloom pass. * * @param {number} [strength=1] - The Bloom strength. * @param {number} [kernelSize=25] - The kernel size. * @param {number} [sigma=4] - The sigma. */ constructor( strength = 1, kernelSize = 25, sigma = 4 ) { super(); // combine material /** * The combine pass uniforms. * * @type {Object} */ this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms ); this.combineUniforms[ 'strength' ].value = strength; /** * The combine pass material. * * @type {ShaderMaterial} */ this.materialCombine = new ShaderMaterial( { name: CombineShader.name, uniforms: this.combineUniforms, vertexShader: CombineShader.vertexShader, fragmentShader: CombineShader.fragmentShader, blending: AdditiveBlending, transparent: true } ); // convolution material const convolutionShader = ConvolutionShader; /** * The convolution pass uniforms. * * @type {Object} */ this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms ); this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; this.convolutionUniforms[ 'cKernel' ].value = buildKernel( sigma ); /** * The convolution pass material. * * @type {ShaderMaterial} */ this.materialConvolution = new ShaderMaterial( { name: convolutionShader.name, uniforms: this.convolutionUniforms, vertexShader: convolutionShader.vertexShader, fragmentShader: convolutionShader.fragmentShader, defines: { 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ), 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 ) } } ); /** * Overwritten to disable the swap. * * @type {boolean} * @default false */ this.needsSwap = false; // internals this._renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later this._renderTargetX.texture.name = 'BloomPass.x'; this._renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later this._renderTargetY.texture.name = 'BloomPass.y'; this._fsQuad = new FullScreenQuad( null ); } /** * Performs the Bloom pass. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering * destination for the pass. * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the * previous pass from this buffer. * @param {number} deltaTime - The delta time in seconds. * @param {boolean} maskActive - Whether masking is active or not. */ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render quad with blurred scene into texture (convolution pass 1) this._fsQuad.material = this.materialConvolution; this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture; this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; renderer.setRenderTarget( this._renderTargetX ); renderer.clear(); this._fsQuad.render( renderer ); // Render quad with blurred scene into texture (convolution pass 2) this.convolutionUniforms[ 'tDiffuse' ].value = this._renderTargetX.texture; this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY; renderer.setRenderTarget( this._renderTargetY ); renderer.clear(); this._fsQuad.render( renderer ); // Render original scene with superimposed blur to texture this._fsQuad.material = this.materialCombine; this.combineUniforms[ 'tDiffuse' ].value = this._renderTargetY.texture; if ( maskActive ) renderer.state.buffers.stencil.setTest( true ); renderer.setRenderTarget( readBuffer ); if ( this.clear ) renderer.clear(); this._fsQuad.render( renderer ); } /** * Sets the size of the pass. * * @param {number} width - The width to set. * @param {number} height - The width to set. */ setSize( width, height ) { this._renderTargetX.setSize( width, height ); this._renderTargetY.setSize( width, height ); } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever the pass is no longer used in your app. */ dispose() { this._renderTargetX.dispose(); this._renderTargetY.dispose(); this.materialCombine.dispose(); this.materialConvolution.dispose(); this._fsQuad.dispose(); } } const CombineShader = { name: 'CombineShader', uniforms: { 'tDiffuse': { value: null }, 'strength': { value: 1.0 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` uniform float strength; uniform sampler2D tDiffuse; varying vec2 vUv; void main() { vec4 texel = texture2D( tDiffuse, vUv ); gl_FragColor = strength * texel; }` }; BloomPass.blurX = new Vector2( 0.001953125, 0.0 ); BloomPass.blurY = new Vector2( 0.0, 0.001953125 ); function gauss( x, sigma ) { return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) ); } function buildKernel( sigma ) { // We loop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway. const kMaxKernelSize = 25; let kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1; if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize; const halfWidth = ( kernelSize - 1 ) * 0.5; const values = new Array( kernelSize ); let sum = 0.0; for ( let i = 0; i < kernelSize; ++ i ) { values[ i ] = gauss( i - halfWidth, sigma ); sum += values[ i ]; } // normalize the kernel for ( let i = 0; i < kernelSize; ++ i ) values[ i ] /= sum; return values; } export { BloomPass };