/** * @author alteredq / http://alteredqualia.com/ */ import { AdditiveBlending, LinearFilter, RGBAFormat, ShaderMaterial, UniformsUtils, Vector2, WebGLRenderTarget } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { CopyShader } from "../shaders/CopyShader.js"; import { ConvolutionShader } from "../shaders/ConvolutionShader.js"; var BloomPass = function ( strength, kernelSize, sigma, resolution ) { Pass.call( this ); strength = ( strength !== undefined ) ? strength : 1; kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25; sigma = ( sigma !== undefined ) ? sigma : 4.0; resolution = ( resolution !== undefined ) ? resolution : 256; // render targets var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; this.renderTargetX = new WebGLRenderTarget( resolution, resolution, pars ); this.renderTargetX.texture.name = "BloomPass.x"; this.renderTargetY = new WebGLRenderTarget( resolution, resolution, pars ); this.renderTargetY.texture.name = "BloomPass.y"; // copy material if ( CopyShader === undefined ) console.error( "BloomPass relies on CopyShader" ); var copyShader = CopyShader; this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); this.copyUniforms[ "opacity" ].value = strength; this.materialCopy = new ShaderMaterial( { uniforms: this.copyUniforms, vertexShader: copyShader.vertexShader, fragmentShader: copyShader.fragmentShader, blending: AdditiveBlending, transparent: true } ); // convolution material if ( ConvolutionShader === undefined ) console.error( "BloomPass relies on ConvolutionShader" ); var 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 Pass.FullScreenQuad( null ); }; BloomPass.prototype = Object.assign( Object.create( Pass.prototype ), { constructor: BloomPass, render: function ( 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.materialCopy; this.copyUniforms[ "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 ); } } ); BloomPass.blurX = new Vector2( 0.001953125, 0.0 ); BloomPass.blurY = new Vector2( 0.0, 0.001953125 ); export { BloomPass };