UnrealBloomPass.js 12 KB

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  1. import {
  2. AdditiveBlending,
  3. Color,
  4. HalfFloatType,
  5. MeshBasicMaterial,
  6. ShaderMaterial,
  7. UniformsUtils,
  8. Vector2,
  9. Vector3,
  10. WebGLRenderTarget
  11. } from 'three';
  12. import { Pass, FullScreenQuad } from './Pass.js';
  13. import { CopyShader } from '../shaders/CopyShader.js';
  14. import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
  15. /**
  16. * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
  17. * mip map chain of bloom textures and blurs them with different radii. Because
  18. * of the weighted combination of mips, and because larger blurs are done on
  19. * higher mips, this effect provides good quality and performance.
  20. *
  21. * Reference:
  22. * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
  23. */
  24. class UnrealBloomPass extends Pass {
  25. constructor( resolution, strength, radius, threshold ) {
  26. super();
  27. this.strength = ( strength !== undefined ) ? strength : 1;
  28. this.radius = radius;
  29. this.threshold = threshold;
  30. this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
  31. // create color only once here, reuse it later inside the render function
  32. this.clearColor = new Color( 0, 0, 0 );
  33. // render targets
  34. this.renderTargetsHorizontal = [];
  35. this.renderTargetsVertical = [];
  36. this.nMips = 5;
  37. let resx = Math.round( this.resolution.x / 2 );
  38. let resy = Math.round( this.resolution.y / 2 );
  39. this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  40. this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
  41. this.renderTargetBright.texture.generateMipmaps = false;
  42. for ( let i = 0; i < this.nMips; i ++ ) {
  43. const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  44. renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
  45. renderTargetHorizontal.texture.generateMipmaps = false;
  46. this.renderTargetsHorizontal.push( renderTargetHorizontal );
  47. const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
  48. renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
  49. renderTargetVertical.texture.generateMipmaps = false;
  50. this.renderTargetsVertical.push( renderTargetVertical );
  51. resx = Math.round( resx / 2 );
  52. resy = Math.round( resy / 2 );
  53. }
  54. // luminosity high pass material
  55. const highPassShader = LuminosityHighPassShader;
  56. this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
  57. this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
  58. this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
  59. this.materialHighPassFilter = new ShaderMaterial( {
  60. uniforms: this.highPassUniforms,
  61. vertexShader: highPassShader.vertexShader,
  62. fragmentShader: highPassShader.fragmentShader
  63. } );
  64. // gaussian blur materials
  65. this.separableBlurMaterials = [];
  66. const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
  67. resx = Math.round( this.resolution.x / 2 );
  68. resy = Math.round( this.resolution.y / 2 );
  69. for ( let i = 0; i < this.nMips; i ++ ) {
  70. this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
  71. this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
  72. resx = Math.round( resx / 2 );
  73. resy = Math.round( resy / 2 );
  74. }
  75. // composite material
  76. this.compositeMaterial = this.getCompositeMaterial( this.nMips );
  77. this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
  78. this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
  79. this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
  80. this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
  81. this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
  82. this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
  83. this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
  84. const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
  85. this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
  86. 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 ) ];
  87. this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
  88. // blend material
  89. const copyShader = CopyShader;
  90. this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
  91. this.blendMaterial = new ShaderMaterial( {
  92. uniforms: this.copyUniforms,
  93. vertexShader: copyShader.vertexShader,
  94. fragmentShader: copyShader.fragmentShader,
  95. blending: AdditiveBlending,
  96. depthTest: false,
  97. depthWrite: false,
  98. transparent: true
  99. } );
  100. this.enabled = true;
  101. this.needsSwap = false;
  102. this._oldClearColor = new Color();
  103. this.oldClearAlpha = 1;
  104. this.basic = new MeshBasicMaterial();
  105. this.fsQuad = new FullScreenQuad( null );
  106. }
  107. dispose() {
  108. for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
  109. this.renderTargetsHorizontal[ i ].dispose();
  110. }
  111. for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
  112. this.renderTargetsVertical[ i ].dispose();
  113. }
  114. this.renderTargetBright.dispose();
  115. //
  116. for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
  117. this.separableBlurMaterials[ i ].dispose();
  118. }
  119. this.compositeMaterial.dispose();
  120. this.blendMaterial.dispose();
  121. this.basic.dispose();
  122. //
  123. this.fsQuad.dispose();
  124. }
  125. setSize( width, height ) {
  126. let resx = Math.round( width / 2 );
  127. let resy = Math.round( height / 2 );
  128. this.renderTargetBright.setSize( resx, resy );
  129. for ( let i = 0; i < this.nMips; i ++ ) {
  130. this.renderTargetsHorizontal[ i ].setSize( resx, resy );
  131. this.renderTargetsVertical[ i ].setSize( resx, resy );
  132. this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
  133. resx = Math.round( resx / 2 );
  134. resy = Math.round( resy / 2 );
  135. }
  136. }
  137. render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  138. renderer.getClearColor( this._oldClearColor );
  139. this.oldClearAlpha = renderer.getClearAlpha();
  140. const oldAutoClear = renderer.autoClear;
  141. renderer.autoClear = false;
  142. renderer.setClearColor( this.clearColor, 0 );
  143. if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
  144. // Render input to screen
  145. if ( this.renderToScreen ) {
  146. this.fsQuad.material = this.basic;
  147. this.basic.map = readBuffer.texture;
  148. renderer.setRenderTarget( null );
  149. renderer.clear();
  150. this.fsQuad.render( renderer );
  151. }
  152. // 1. Extract Bright Areas
  153. this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
  154. this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
  155. this.fsQuad.material = this.materialHighPassFilter;
  156. renderer.setRenderTarget( this.renderTargetBright );
  157. renderer.clear();
  158. this.fsQuad.render( renderer );
  159. // 2. Blur All the mips progressively
  160. let inputRenderTarget = this.renderTargetBright;
  161. for ( let i = 0; i < this.nMips; i ++ ) {
  162. this.fsQuad.material = this.separableBlurMaterials[ i ];
  163. this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
  164. this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
  165. renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
  166. renderer.clear();
  167. this.fsQuad.render( renderer );
  168. this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
  169. this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
  170. renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
  171. renderer.clear();
  172. this.fsQuad.render( renderer );
  173. inputRenderTarget = this.renderTargetsVertical[ i ];
  174. }
  175. // Composite All the mips
  176. this.fsQuad.material = this.compositeMaterial;
  177. this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
  178. this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
  179. this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
  180. renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
  181. renderer.clear();
  182. this.fsQuad.render( renderer );
  183. // Blend it additively over the input texture
  184. this.fsQuad.material = this.blendMaterial;
  185. this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
  186. if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
  187. if ( this.renderToScreen ) {
  188. renderer.setRenderTarget( null );
  189. this.fsQuad.render( renderer );
  190. } else {
  191. renderer.setRenderTarget( readBuffer );
  192. this.fsQuad.render( renderer );
  193. }
  194. // Restore renderer settings
  195. renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
  196. renderer.autoClear = oldAutoClear;
  197. }
  198. getSeperableBlurMaterial( kernelRadius ) {
  199. const coefficients = [];
  200. for ( let i = 0; i < kernelRadius; i ++ ) {
  201. coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
  202. }
  203. return new ShaderMaterial( {
  204. defines: {
  205. 'KERNEL_RADIUS': kernelRadius
  206. },
  207. uniforms: {
  208. 'colorTexture': { value: null },
  209. 'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
  210. 'direction': { value: new Vector2( 0.5, 0.5 ) },
  211. 'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
  212. },
  213. vertexShader:
  214. `varying vec2 vUv;
  215. void main() {
  216. vUv = uv;
  217. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  218. }`,
  219. fragmentShader:
  220. `#include <common>
  221. varying vec2 vUv;
  222. uniform sampler2D colorTexture;
  223. uniform vec2 invSize;
  224. uniform vec2 direction;
  225. uniform float gaussianCoefficients[KERNEL_RADIUS];
  226. void main() {
  227. float weightSum = gaussianCoefficients[0];
  228. vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
  229. for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
  230. float x = float(i);
  231. float w = gaussianCoefficients[i];
  232. vec2 uvOffset = direction * invSize * x;
  233. vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
  234. vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
  235. diffuseSum += (sample1 + sample2) * w;
  236. weightSum += 2.0 * w;
  237. }
  238. gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
  239. }`
  240. } );
  241. }
  242. getCompositeMaterial( nMips ) {
  243. return new ShaderMaterial( {
  244. defines: {
  245. 'NUM_MIPS': nMips
  246. },
  247. uniforms: {
  248. 'blurTexture1': { value: null },
  249. 'blurTexture2': { value: null },
  250. 'blurTexture3': { value: null },
  251. 'blurTexture4': { value: null },
  252. 'blurTexture5': { value: null },
  253. 'bloomStrength': { value: 1.0 },
  254. 'bloomFactors': { value: null },
  255. 'bloomTintColors': { value: null },
  256. 'bloomRadius': { value: 0.0 }
  257. },
  258. vertexShader:
  259. `varying vec2 vUv;
  260. void main() {
  261. vUv = uv;
  262. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  263. }`,
  264. fragmentShader:
  265. `varying vec2 vUv;
  266. uniform sampler2D blurTexture1;
  267. uniform sampler2D blurTexture2;
  268. uniform sampler2D blurTexture3;
  269. uniform sampler2D blurTexture4;
  270. uniform sampler2D blurTexture5;
  271. uniform float bloomStrength;
  272. uniform float bloomRadius;
  273. uniform float bloomFactors[NUM_MIPS];
  274. uniform vec3 bloomTintColors[NUM_MIPS];
  275. float lerpBloomFactor(const in float factor) {
  276. float mirrorFactor = 1.2 - factor;
  277. return mix(factor, mirrorFactor, bloomRadius);
  278. }
  279. void main() {
  280. gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
  281. lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
  282. lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
  283. lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
  284. lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
  285. }`
  286. } );
  287. }
  288. }
  289. UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
  290. UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
  291. export { UnrealBloomPass };