/** * @author spidersharma / http://eduperiment.com/ */ import { AdditiveBlending, Color, LinearFilter, MeshBasicMaterial, RGBAFormat, ShaderMaterial, UniformsUtils, Vector2, Vector3, WebGLRenderTarget } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { CopyShader } from "../shaders/CopyShader.js"; import { LuminosityHighPassShader } from "../shaders/LuminosityHighPassShader.js"; /** * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a * mip map chain of bloom textures and blurs them with different radii. Because * of the weighted combination of mips, and because larger blurs are done on * higher mips, this effect provides good quality and performance. * * Reference: * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/ */ var UnrealBloomPass = function ( resolution, strength, radius, threshold ) { Pass.call( this ); this.strength = ( strength !== undefined ) ? strength : 1; this.radius = radius; this.threshold = threshold; this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); // create color only once here, reuse it later inside the render function this.clearColor = new Color( 0, 0, 0 ); // render targets var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; this.renderTargetsHorizontal = []; this.renderTargetsVertical = []; this.nMips = 5; var resx = Math.round( this.resolution.x / 2 ); var resy = Math.round( this.resolution.y / 2 ); this.renderTargetBright = new WebGLRenderTarget( resx, resy, pars ); this.renderTargetBright.texture.name = "UnrealBloomPass.bright"; this.renderTargetBright.texture.generateMipmaps = false; for ( var i = 0; i < this.nMips; i ++ ) { var renderTargetHorizonal = new WebGLRenderTarget( resx, resy, pars ); renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i; renderTargetHorizonal.texture.generateMipmaps = false; this.renderTargetsHorizontal.push( renderTargetHorizonal ); var renderTargetVertical = new WebGLRenderTarget( resx, resy, pars ); renderTargetVertical.texture.name = "UnrealBloomPass.v" + i; renderTargetVertical.texture.generateMipmaps = false; this.renderTargetsVertical.push( renderTargetVertical ); resx = Math.round( resx / 2 ); resy = Math.round( resy / 2 ); } // luminosity high pass material if ( LuminosityHighPassShader === undefined ) console.error( "UnrealBloomPass relies on LuminosityHighPassShader" ); var 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: {} } ); // Gaussian Blur Materials this.separableBlurMaterials = []; var kernelSizeArray = [ 3, 5, 7, 9, 11 ]; var resx = Math.round( this.resolution.x / 2 ); var resy = Math.round( this.resolution.y / 2 ); for ( var 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 ); } // Composite material 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; var bloomFactors = [ 1.0, 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; // copy material if ( CopyShader === undefined ) { console.error( "UnrealBloomPass relies on CopyShader" ); } var copyShader = CopyShader; this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); this.copyUniforms[ "opacity" ].value = 1.0; 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 Pass.FullScreenQuad( null ); }; UnrealBloomPass.prototype = Object.assign( Object.create( Pass.prototype ), { constructor: UnrealBloomPass, dispose: function () { for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) { this.renderTargetsHorizontal[ i ].dispose(); } for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) { this.renderTargetsVertical[ i ].dispose(); } this.renderTargetBright.dispose(); }, setSize: function ( width, height ) { var resx = Math.round( width / 2 ); var resy = Math.round( height / 2 ); this.renderTargetBright.setSize( resx, resy ); for ( var 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: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { this.oldClearColor.copy( renderer.getClearColor() ); this.oldClearAlpha = renderer.getClearAlpha(); var oldAutoClear = renderer.autoClear; renderer.autoClear = false; renderer.setClearColor( this.clearColor, 0 ); if ( maskActive ) renderer.state.buffers.stencil.setTest( false ); // Render input to screen if ( this.renderToScreen ) { this.fsQuad.material = this.basic; this.basic.map = readBuffer.texture; renderer.setRenderTarget( null ); renderer.clear(); this.fsQuad.render( renderer ); } // 1. Extract Bright Areas 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 ); // 2. Blur All the mips progressively var inputRenderTarget = this.renderTargetBright; for ( var 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 ]; } // Composite All the mips 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 ); // Blend it additively over the input texture 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 ); } // Restore renderer settings renderer.setClearColor( this.oldClearColor, this.oldClearAlpha ); renderer.autoClear = oldAutoClear; }, getSeperableBlurMaterial: function ( 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;\n\ void main() {\n\ vUv = uv;\n\ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ }", fragmentShader: "#include \ varying vec2 vUv;\n\ uniform sampler2D colorTexture;\n\ 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() {\n\ 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);\n\ }" } ); }, getCompositeMaterial: function ( nMips ) { return new ShaderMaterial( { defines: { "NUM_MIPS": nMips }, uniforms: { "blurTexture1": { value: null }, "blurTexture2": { value: null }, "blurTexture3": { value: null }, "blurTexture4": { value: null }, "blurTexture5": { value: null }, "dirtTexture": { value: null }, "bloomStrength": { value: 1.0 }, "bloomFactors": { value: null }, "bloomTintColors": { value: null }, "bloomRadius": { value: 0.0 } }, vertexShader: "varying vec2 vUv;\n\ void main() {\n\ vUv = uv;\n\ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ }", fragmentShader: "varying vec2 vUv;\ uniform sampler2D blurTexture1;\ uniform sampler2D blurTexture2;\ uniform sampler2D blurTexture3;\ uniform sampler2D blurTexture4;\ uniform sampler2D blurTexture5;\ uniform sampler2D dirtTexture;\ 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) );\ }" } ); } } ); UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 ); UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 ); export { UnrealBloomPass };