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173 lines
3.9 KiB
173 lines
3.9 KiB
6 months ago
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import {
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AdditiveBlending,
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HalfFloatType,
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ShaderMaterial,
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UniformsUtils,
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Vector2,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
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class BloomPass extends Pass {
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constructor( strength = 1, kernelSize = 25, sigma = 4 ) {
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super();
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// render targets
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this.renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
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this.renderTargetX.texture.name = 'BloomPass.x';
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this.renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later
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this.renderTargetY.texture.name = 'BloomPass.y';
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// combine material
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this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms );
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this.combineUniforms[ 'strength' ].value = strength;
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this.materialCombine = new ShaderMaterial( {
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name: CombineShader.name,
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uniforms: this.combineUniforms,
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vertexShader: CombineShader.vertexShader,
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fragmentShader: CombineShader.fragmentShader,
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blending: AdditiveBlending,
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transparent: true
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} );
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// convolution material
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const convolutionShader = ConvolutionShader;
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this.convolutionUniforms = UniformsUtils.clone( convolutionShader.uniforms );
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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this.convolutionUniforms[ 'cKernel' ].value = ConvolutionShader.buildKernel( sigma );
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this.materialConvolution = new ShaderMaterial( {
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name: convolutionShader.name,
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uniforms: this.convolutionUniforms,
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vertexShader: convolutionShader.vertexShader,
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fragmentShader: convolutionShader.fragmentShader,
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defines: {
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'KERNEL_SIZE_FLOAT': kernelSize.toFixed( 1 ),
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'KERNEL_SIZE_INT': kernelSize.toFixed( 0 )
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}
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} );
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this.needsSwap = false;
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this.fsQuad = new FullScreenQuad( null );
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}
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render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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// Render quad with blured scene into texture (convolution pass 1)
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this.fsQuad.material = this.materialConvolution;
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this.convolutionUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurX;
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renderer.setRenderTarget( this.renderTargetX );
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renderer.clear();
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this.fsQuad.render( renderer );
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// Render quad with blured scene into texture (convolution pass 2)
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this.convolutionUniforms[ 'tDiffuse' ].value = this.renderTargetX.texture;
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this.convolutionUniforms[ 'uImageIncrement' ].value = BloomPass.blurY;
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renderer.setRenderTarget( this.renderTargetY );
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renderer.clear();
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this.fsQuad.render( renderer );
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// Render original scene with superimposed blur to texture
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this.fsQuad.material = this.materialCombine;
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this.combineUniforms[ 'tDiffuse' ].value = this.renderTargetY.texture;
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if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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renderer.setRenderTarget( readBuffer );
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if ( this.clear ) renderer.clear();
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this.fsQuad.render( renderer );
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}
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setSize( width, height ) {
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this.renderTargetX.setSize( width, height );
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this.renderTargetY.setSize( width, height );
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}
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dispose() {
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this.renderTargetX.dispose();
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this.renderTargetY.dispose();
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this.materialCombine.dispose();
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this.materialConvolution.dispose();
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this.fsQuad.dispose();
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}
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}
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const CombineShader = {
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name: 'CombineShader',
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uniforms: {
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'tDiffuse': { value: null },
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'strength': { value: 1.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform float strength;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 texel = texture2D( tDiffuse, vUv );
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gl_FragColor = strength * texel;
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}`
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};
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BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
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BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
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export { BloomPass };
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