import { AdditiveBlending, HalfFloatType, ShaderMaterial, UniformsUtils, Vector2, WebGLRenderTarget } from 'three'; import { Pass, FullScreenQuad } from './Pass.js'; import { ConvolutionShader } from '../shaders/ConvolutionShader.js'; class BloomPass extends Pass { constructor( strength = 1, kernelSize = 25, sigma = 4 ) { super(); // render targets this.renderTargetX = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later this.renderTargetX.texture.name = 'BloomPass.x'; this.renderTargetY = new WebGLRenderTarget( 1, 1, { type: HalfFloatType } ); // will be resized later this.renderTargetY.texture.name = 'BloomPass.y'; // combine material this.combineUniforms = UniformsUtils.clone( CombineShader.uniforms ); this.combineUniforms[ 'strength' ].value = strength; this.materialCombine = new ShaderMaterial( { name: CombineShader.name, uniforms: this.combineUniforms, vertexShader: CombineShader.vertexShader, fragmentShader: CombineShader.fragmentShader, blending: AdditiveBlending, transparent: true } ); // convolution material const 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( { name: convolutionShader.name, 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 FullScreenQuad( null ); } render( 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.materialCombine; this.combineUniforms[ '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 ); } setSize( width, height ) { this.renderTargetX.setSize( width, height ); this.renderTargetY.setSize( width, height ); } dispose() { this.renderTargetX.dispose(); this.renderTargetY.dispose(); this.materialCombine.dispose(); this.materialConvolution.dispose(); this.fsQuad.dispose(); } } const CombineShader = { name: 'CombineShader', uniforms: { 'tDiffuse': { value: null }, 'strength': { value: 1.0 } }, vertexShader: /* glsl */` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */` uniform float strength; uniform sampler2D tDiffuse; varying vec2 vUv; void main() { vec4 texel = texture2D( tDiffuse, vUv ); gl_FragColor = strength * texel; }` }; BloomPass.blurX = new Vector2( 0.001953125, 0.0 ); BloomPass.blurY = new Vector2( 0.0, 0.001953125 ); export { BloomPass };