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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'; | |
class BloomPass extends Pass { | |
constructor( strength = 1, kernelSize = 25, sigma = 4 ) { | |
super(); | |
// render targets | |
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'; | |
// combine material | |
this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms ); | |
this.combineUniforms[ 'strength' ].value = strength; | |
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; | |
this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms ); | |
this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX; | |
this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma ); | |
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 ) | |
} | |
} ); | |
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 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 ); | |
} | |
setSize( width, height ) { | |
this.renderTargetX.setSize( width, height ); | |
this.renderTargetY.setSize( width, height ); | |
} | |
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 ); | |
export { BloomPass }; | |