import { AdditiveBlending, Color, LinearFilter, MeshBasicMaterial, RGBAFormat, ShaderMaterial, UniformsUtils, Vector2, Vector3, WebGLRenderTarget } from 'three'; import { Pass, FullScreenQuad } 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/ */ class UnrealBloomPass extends Pass { constructor( resolution, strength, radius, threshold ) { super(); 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 const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat }; this.renderTargetsHorizontal = []; this.renderTargetsVertical = []; this.nMips = 5; let resx = Math.round( this.resolution.x / 2 ); let 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 ( let i = 0; i < this.nMips; i ++ ) { const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, pars ); renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i; renderTargetHorizonal.texture.generateMipmaps = false; this.renderTargetsHorizontal.push( renderTargetHorizonal ); const 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( 'THREE.UnrealBloomPass relies on LuminosityHighPassShader' ); const 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 = []; const kernelSizeArray = [ 3, 5, 7, 9, 11 ]; resx = Math.round( this.resolution.x / 2 ); resy = Math.round( this.resolution.y / 2 ); for ( let 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; const 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( 'THREE.UnrealBloomPass relies on CopyShader' ); } const 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 FullScreenQuad( null ); } dispose() { for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) { this.renderTargetsHorizontal[ i ].dispose(); } for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) { this.renderTargetsVertical[ i ].dispose(); } this.renderTargetBright.dispose(); } setSize( width, height ) { let resx = Math.round( width / 2 ); let resy = Math.round( height / 2 ); this.renderTargetBright.setSize( resx, resy ); for ( let 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( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) { renderer.getClearColor( this._oldClearColor ); this.oldClearAlpha = renderer.getClearAlpha(); const 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 let inputRenderTarget = this.renderTargetBright; for ( let 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( 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; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: `#include varying vec2 vUv; uniform sampler2D colorTexture; 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() { 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); }` } ); } getCompositeMaterial( 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; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, 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 };