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- import {
- AdditiveBlending,
- ShaderMaterial,
- UniformsUtils,
- Vector2,
- WebGLRenderTarget
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
- class BloomPass extends Pass {
- constructor( strength = 1, kernelSize = 25, sigma = 4, resolution = 256 ) {
- super();
- // render targets
- this.renderTargetX = new WebGLRenderTarget( resolution, resolution );
- this.renderTargetX.texture.name = 'BloomPass.x';
- this.renderTargetY = new WebGLRenderTarget( resolution, resolution );
- this.renderTargetY.texture.name = 'BloomPass.y';
- // combine material
- this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms );
- this.combineUniforms[ 'strength' ].value = strength;
- this.materialCombine = new ShaderMaterial( {
- uniforms: this.combineUniforms,
- vertexShader: CombineShader.vertexShader,
- fragmentShader: CombineShader.fragmentShader,
- blending: AdditiveBlending,
- transparent: true
- } );
- // convolution material
- if ( ConvolutionShader === undefined ) console.error( 'THREE.BloomPass relies on ConvolutionShader' );
- const convolutionShader = ConvolutionShader;
- this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
- this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
- this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma );
- this.materialConvolution = new ShaderMaterial( {
- uniforms: this.convolutionUniforms,
- vertexShader: convolutionShader.vertexShader,
- fragmentShader: convolutionShader.fragmentShader,
- defines: {
- 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
- 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
- }
- } );
- this.needsSwap = false;
- this.fsQuad = new FullScreenQuad( null );
- }
- render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
- if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
- // Render quad with blured 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 blured 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 );
- }
- }
- const 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 );
- export { BloomPass };
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