BloomPass.js 3.9 KB

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  1. import {
  2. AdditiveBlending,
  3. HalfFloatType,
  4. ShaderMaterial,
  5. UniformsUtils,
  6. Vector2,
  7. WebGLRenderTarget
  8. } from 'three';
  9. import { Pass, FullScreenQuad } from './Pass.js';
  10. import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
  11. class BloomPass extends Pass {
  12. constructor( strength = 1, kernelSize = 25, sigma = 4 ) {
  13. super();
  14. // render targets
  15. this.renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
  16. this.renderTargetX.texture.name = 'BloomPass.x';
  17. this.renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
  18. this.renderTargetY.texture.name = 'BloomPass.y';
  19. // combine material
  20. this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms );
  21. this.combineUniforms[ 'strength' ].value = strength;
  22. this.materialCombine = new ShaderMaterial( {
  23. name: CombineShader.name,
  24. uniforms: this.combineUniforms,
  25. vertexShader: CombineShader.vertexShader,
  26. fragmentShader: CombineShader.fragmentShader,
  27. blending: AdditiveBlending,
  28. transparent: true
  29. } );
  30. // convolution material
  31. const convolutionShader = ConvolutionShader;
  32. this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
  33. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
  34. this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma );
  35. this.materialConvolution = new ShaderMaterial( {
  36. name: convolutionShader.name,
  37. uniforms: this.convolutionUniforms,
  38. vertexShader: convolutionShader.vertexShader,
  39. fragmentShader: convolutionShader.fragmentShader,
  40. defines: {
  41. 'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
  42. 'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
  43. }
  44. } );
  45. this.needsSwap = false;
  46. this.fsQuad = new FullScreenQuad( null );
  47. }
  48. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  49. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  50. // Render quad with blured scene into texture (convolution pass 1)
  51. this.fsQuad.material = this.materialConvolution;
  52. this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  53. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
  54. renderer.setRenderTarget( this.renderTargetX );
  55. renderer.clear();
  56. this.fsQuad.render( renderer );
  57. // Render quad with blured scene into texture (convolution pass 2)
  58. this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
  59. this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
  60. renderer.setRenderTarget( this.renderTargetY );
  61. renderer.clear();
  62. this.fsQuad.render( renderer );
  63. // Render original scene with superimposed blur to texture
  64. this.fsQuad.material = this.materialCombine;
  65. this.combineUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
  66. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  67. renderer.setRenderTarget( readBuffer );
  68. if ( this.clear ) renderer.clear();
  69. this.fsQuad.render( renderer );
  70. }
  71. setSize( width, height ) {
  72. this.renderTargetX.setSize( width, height );
  73. this.renderTargetY.setSize( width, height );
  74. }
  75. dispose() {
  76. this.renderTargetX.dispose();
  77. this.renderTargetY.dispose();
  78. this.materialCombine.dispose();
  79. this.materialConvolution.dispose();
  80. this.fsQuad.dispose();
  81. }
  82. }
  83. const CombineShader = {
  84. name: 'CombineShader',
  85. uniforms: {
  86. 'tDiffuse': { value: null },
  87. 'strength': { value: 1.0 }
  88. },
  89. vertexShader: /* glsl */`
  90. varying vec2 vUv;
  91. void main() {
  92. vUv = uv;
  93. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  94. }`,
  95. fragmentShader: /* glsl */`
  96. uniform float strength;
  97. uniform sampler2D tDiffuse;
  98. varying vec2 vUv;
  99. void main() {
  100. vec4 texel = texture2D( tDiffuse, vUv );
  101. gl_FragColor = strength * texel;
  102. }`
  103. };
  104. BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
  105. BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
  106. export { BloomPass };