mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
Initial commit
This commit is contained in:
81
js/ColorMapPass.js
Normal file
81
js/ColorMapPass.js
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@@ -0,0 +1,81 @@
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/**
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* @author rezmason
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*/
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const easeInOutQuad = input => {
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input = Math.max(0, Math.min(1, input));
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if (input < 0.5) {
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return 2 * input * input;
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}
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input -= 1;
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return 1 - 2 * input * input;
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}
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THREE.ColorMapPass = function (entries) {
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const colors = Array(256).fill().map(_ => new THREE.Vector3());
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const sortedEntries = entries.slice().sort((e1, e2) => e1.at - e2.at).map(entry => ({
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color: entry.color,
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at255: Math.floor(Math.max(Math.min(1, entry.at), 0) * (colors.length - 1))
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}));
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sortedEntries.unshift({color:sortedEntries[0].color, at255:0});
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sortedEntries.push({color:sortedEntries[sortedEntries.length - 1].color, at255:255});
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sortedEntries.forEach((entry, index) => {
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colors[entry.at255].copy(entry.color);
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if (index + 1 < sortedEntries.length) {
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const nextEntry = sortedEntries[index + 1];
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const diff = nextEntry.at255 - entry.at255;
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for (let i = 0; i < diff; i++) {
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colors[entry.at255 + i].lerpVectors(entry.color, nextEntry.color, i / diff);
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}
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}
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});
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const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
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this.dataTexture = new THREE.DataTexture(
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values,
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values.length / 3,
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1,
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THREE.RGBFormat,
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THREE.UnsignedByteType,
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THREE.UVMapping);
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this.dataTexture.magFilter = THREE.LinearFilter;
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this.dataTexture.needsUpdate = true;
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
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tColorData: { value: this.dataTexture }
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},
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vertexShader: `
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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 = vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform sampler2D tColorData;
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varying vec2 vUv;
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void main() {
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gl_FragColor = vec4(
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texture2D( tColorData, vec2( texture2D( tDiffuse, vUv ).r, 0.0 ) ).rgb,
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1.0
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);
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}
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`
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};
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THREE.ShaderPass.call(this, this.shader);
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};
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THREE.ColorMapPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.ColorMapPass,
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render: function() {
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this.uniforms[ "tColorData" ].value = this.dataTexture;
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THREE.ShaderPass.prototype.render.call(this, ...arguments);
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}
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});
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46
js/CopyShader.js
Executable file
46
js/CopyShader.js
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@@ -0,0 +1,46 @@
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/**
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* @author alteredq / http://alteredqualia.com/
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*
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* Full-screen textured quad shader
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*/
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THREE.CopyShader = {
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uniforms: {
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"tDiffuse": { value: null },
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"opacity": { value: 1.0 }
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},
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vertexShader: [
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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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].join( "\n" ),
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fragmentShader: [
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"uniform float opacity;",
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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 = opacity * texel;",
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"}"
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].join( "\n" )
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};
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189
js/EffectComposer.js
Executable file
189
js/EffectComposer.js
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@@ -0,0 +1,189 @@
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/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.EffectComposer = function ( renderer, renderTarget ) {
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this.renderer = renderer;
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if ( renderTarget === undefined ) {
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var parameters = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat,
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stencilBuffer: false
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};
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var size = renderer.getDrawingBufferSize();
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renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters );
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renderTarget.texture.name = 'EffectComposer.rt1';
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}
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this.renderTarget1 = renderTarget;
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this.renderTarget2 = renderTarget.clone();
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this.renderTarget2.texture.name = 'EffectComposer.rt2';
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this.writeBuffer = this.renderTarget1;
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this.readBuffer = this.renderTarget2;
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this.passes = [];
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// dependencies
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if ( THREE.CopyShader === undefined ) {
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console.error( 'THREE.EffectComposer relies on THREE.CopyShader' );
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}
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if ( THREE.ShaderPass === undefined ) {
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console.error( 'THREE.EffectComposer relies on THREE.ShaderPass' );
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}
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this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
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};
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Object.assign( THREE.EffectComposer.prototype, {
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swapBuffers: function () {
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var tmp = this.readBuffer;
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this.readBuffer = this.writeBuffer;
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this.writeBuffer = tmp;
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},
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addPass: function ( pass ) {
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this.passes.push( pass );
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var size = this.renderer.getDrawingBufferSize();
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pass.setSize( size.width, size.height );
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},
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insertPass: function ( pass, index ) {
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this.passes.splice( index, 0, pass );
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},
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render: function ( delta ) {
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var maskActive = false;
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var pass, i, il = this.passes.length;
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for ( i = 0; i < il; i ++ ) {
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pass = this.passes[ i ];
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if ( pass.enabled === false ) continue;
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pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
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if ( pass.needsSwap ) {
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if ( maskActive ) {
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var context = this.renderer.context;
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context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
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this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
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context.stencilFunc( context.EQUAL, 1, 0xffffffff );
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}
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this.swapBuffers();
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}
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if ( THREE.MaskPass !== undefined ) {
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if ( pass instanceof THREE.MaskPass ) {
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maskActive = true;
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} else if ( pass instanceof THREE.ClearMaskPass ) {
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maskActive = false;
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}
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}
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}
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},
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reset: function ( renderTarget ) {
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if ( renderTarget === undefined ) {
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var size = this.renderer.getDrawingBufferSize();
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renderTarget = this.renderTarget1.clone();
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renderTarget.setSize( size.width, size.height );
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}
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this.renderTarget1.dispose();
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this.renderTarget2.dispose();
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this.renderTarget1 = renderTarget;
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this.renderTarget2 = renderTarget.clone();
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this.writeBuffer = this.renderTarget1;
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this.readBuffer = this.renderTarget2;
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},
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setSize: function ( width, height ) {
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this.renderTarget1.setSize( width, height );
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this.renderTarget2.setSize( width, height );
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for ( var i = 0; i < this.passes.length; i ++ ) {
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this.passes[ i ].setSize( width, height );
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}
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}
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} );
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THREE.Pass = function () {
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// if set to true, the pass is processed by the composer
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this.enabled = true;
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// if set to true, the pass indicates to swap read and write buffer after rendering
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this.needsSwap = true;
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// if set to true, the pass clears its buffer before rendering
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this.clear = false;
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// if set to true, the result of the pass is rendered to screen
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this.renderToScreen = false;
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};
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Object.assign( THREE.Pass.prototype, {
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setSize: function ( width, height ) {},
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render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
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}
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} );
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60
js/FilmGrainPass.js
Normal file
60
js/FilmGrainPass.js
Normal file
@@ -0,0 +1,60 @@
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/**
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* @author rezmason
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*/
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THREE.FilmGrainPass = function (blurMagnitude, ditherMagnitude) {
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
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blurMagnitude: { value: blurMagnitude },
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ditherMagnitude: { value: ditherMagnitude }
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},
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vertexShader: `
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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 = vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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#define PI 3.14159265359
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uniform sampler2D tDiffuse;
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uniform float blurMagnitude;
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uniform float ditherMagnitude;
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varying vec2 vUv;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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vec3 dithering( vec3 color1, vec3 color2 ) {
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float difference = pow(length(color1 - color2), 0.1);
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return color1 + vec3( -1, 0.5, 0.5 ) * ditherMagnitude * difference * mix( -1.0, 1.0, rand( gl_FragCoord.xy ) );
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}
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void main() {
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vec4 sample = texture2D( tDiffuse, vUv );
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vec4 blurSum = vec4( 0.0 );
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blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, -blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, -blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2(-blurMagnitude, blurMagnitude) ) * 0.25;
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blurSum += texture2D( tDiffuse, vUv + vec2( blurMagnitude, blurMagnitude) ) * 0.25;
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gl_FragColor = vec4(dithering(blurSum.rgb, sample.rgb), 1.0);
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}
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`
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};
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THREE.ShaderPass.call(this, this.shader);
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};
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THREE.FilmGrainPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.FilmGrainPass,
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render: THREE.ShaderPass.prototype.render
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});
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54
js/HorizontalColorationPass.js
Normal file
54
js/HorizontalColorationPass.js
Normal file
@@ -0,0 +1,54 @@
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/**
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* @author rezmason
|
||||
*/
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THREE.HorizontalColorationPass = function (colors) {
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const values = new Uint8Array([].concat(...colors.map(color => color.toArray().map(component => Math.floor(component * 255)))));
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this.dataTexture = new THREE.DataTexture(
|
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values,
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values.length / 3,
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1,
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THREE.RGBFormat,
|
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THREE.UnsignedByteType,
|
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THREE.UVMapping);
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this.dataTexture.magFilter = THREE.LinearFilter;
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this.dataTexture.needsUpdate = true;
|
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|
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this.shader = {
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uniforms: {
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tDiffuse: { value: null },
|
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tColorData: { value: this.dataTexture },
|
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},
|
||||
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = vec4( position, 1.0 );
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentShader: `
|
||||
uniform sampler2D tDiffuse;
|
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uniform sampler2D tColorData;
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
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float value = texture2D(tDiffuse, vUv).r;
|
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vec3 value2 = texture2D(tColorData, vUv).rgb;
|
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gl_FragColor = vec4(value2 * value, 1.0);
|
||||
}
|
||||
`
|
||||
};
|
||||
|
||||
THREE.ShaderPass.call(this, this.shader);
|
||||
};
|
||||
|
||||
THREE.HorizontalColorationPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
constructor: THREE.HorizontalColorationPass,
|
||||
render: function() {
|
||||
this.uniforms[ "tColorData" ].value = this.dataTexture;
|
||||
THREE.ShaderPass.prototype.render.call(this, ...arguments);
|
||||
}
|
||||
});
|
||||
64
js/LuminosityHighPassShader.js
Normal file
64
js/LuminosityHighPassShader.js
Normal file
@@ -0,0 +1,64 @@
|
||||
/**
|
||||
* @author bhouston / http://clara.io/
|
||||
*
|
||||
* Luminosity
|
||||
* http://en.wikipedia.org/wiki/Luminosity
|
||||
*/
|
||||
|
||||
THREE.LuminosityHighPassShader = {
|
||||
|
||||
shaderID: "luminosityHighPass",
|
||||
|
||||
uniforms: {
|
||||
|
||||
"tDiffuse": { type: "t", value: null },
|
||||
"luminosityThreshold": { type: "f", value: 1.0 },
|
||||
"smoothWidth": { type: "f", value: 1.0 },
|
||||
"defaultColor": { type: "c", value: new THREE.Color( 0x000000 ) },
|
||||
"defaultOpacity": { type: "f", value: 0.0 }
|
||||
|
||||
},
|
||||
|
||||
vertexShader: [
|
||||
|
||||
"varying vec2 vUv;",
|
||||
|
||||
"void main() {",
|
||||
|
||||
"vUv = uv;",
|
||||
|
||||
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
||||
|
||||
"}"
|
||||
|
||||
].join("\n"),
|
||||
|
||||
fragmentShader: [
|
||||
|
||||
"uniform sampler2D tDiffuse;",
|
||||
"uniform vec3 defaultColor;",
|
||||
"uniform float defaultOpacity;",
|
||||
"uniform float luminosityThreshold;",
|
||||
"uniform float smoothWidth;",
|
||||
|
||||
"varying vec2 vUv;",
|
||||
|
||||
"void main() {",
|
||||
|
||||
"vec4 texel = texture2D( tDiffuse, vUv );",
|
||||
|
||||
"vec3 luma = vec3( 0.299, 0.587, 0.114 );",
|
||||
|
||||
"float v = dot( texel.xyz, luma );",
|
||||
|
||||
"vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );",
|
||||
|
||||
"float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );",
|
||||
|
||||
"gl_FragColor = mix( outputColor, texel, alpha );",
|
||||
|
||||
"}"
|
||||
|
||||
].join("\n")
|
||||
|
||||
};
|
||||
63
js/RenderPass.js
Executable file
63
js/RenderPass.js
Executable file
@@ -0,0 +1,63 @@
|
||||
/**
|
||||
* @author alteredq / http://alteredqualia.com/
|
||||
*/
|
||||
|
||||
THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
|
||||
|
||||
THREE.Pass.call( this );
|
||||
|
||||
this.scene = scene;
|
||||
this.camera = camera;
|
||||
|
||||
this.overrideMaterial = overrideMaterial;
|
||||
|
||||
this.clearColor = clearColor;
|
||||
this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
|
||||
|
||||
this.clear = true;
|
||||
this.clearDepth = false;
|
||||
this.needsSwap = false;
|
||||
|
||||
};
|
||||
|
||||
THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
|
||||
constructor: THREE.RenderPass,
|
||||
|
||||
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
|
||||
|
||||
var oldAutoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
|
||||
this.scene.overrideMaterial = this.overrideMaterial;
|
||||
|
||||
var oldClearColor, oldClearAlpha;
|
||||
|
||||
if ( this.clearColor ) {
|
||||
|
||||
oldClearColor = renderer.getClearColor().getHex();
|
||||
oldClearAlpha = renderer.getClearAlpha();
|
||||
|
||||
renderer.setClearColor( this.clearColor, this.clearAlpha );
|
||||
|
||||
}
|
||||
|
||||
if ( this.clearDepth ) {
|
||||
|
||||
renderer.clearDepth();
|
||||
|
||||
}
|
||||
|
||||
renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
|
||||
|
||||
if ( this.clearColor ) {
|
||||
|
||||
renderer.setClearColor( oldClearColor, oldClearAlpha );
|
||||
|
||||
}
|
||||
|
||||
this.scene.overrideMaterial = null;
|
||||
renderer.autoClear = oldAutoClear;
|
||||
}
|
||||
|
||||
} );
|
||||
67
js/ShaderPass.js
Executable file
67
js/ShaderPass.js
Executable file
@@ -0,0 +1,67 @@
|
||||
/**
|
||||
* @author alteredq / http://alteredqualia.com/
|
||||
*/
|
||||
|
||||
THREE.ShaderPass = function ( shader, textureID ) {
|
||||
|
||||
THREE.Pass.call( this );
|
||||
|
||||
this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
|
||||
|
||||
if ( shader instanceof THREE.ShaderMaterial ) {
|
||||
|
||||
this.uniforms = shader.uniforms;
|
||||
|
||||
this.material = shader;
|
||||
|
||||
} else if ( shader ) {
|
||||
|
||||
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
|
||||
|
||||
this.material = new THREE.ShaderMaterial( {
|
||||
|
||||
defines: Object.assign( {}, shader.defines ),
|
||||
uniforms: this.uniforms,
|
||||
vertexShader: shader.vertexShader,
|
||||
fragmentShader: shader.fragmentShader
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||||
this.scene = new THREE.Scene();
|
||||
|
||||
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
|
||||
this.quad.frustumCulled = false; // Avoid getting clipped
|
||||
this.scene.add( this.quad );
|
||||
|
||||
};
|
||||
|
||||
THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
|
||||
constructor: THREE.ShaderPass,
|
||||
|
||||
render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
|
||||
|
||||
if ( this.uniforms[ this.textureID ] ) {
|
||||
|
||||
this.uniforms[ this.textureID ].value = readBuffer.texture;
|
||||
|
||||
}
|
||||
|
||||
this.quad.material = this.material;
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
renderer.render( this.scene, this.camera );
|
||||
|
||||
} else {
|
||||
|
||||
renderer.render( this.scene, this.camera, writeBuffer, this.clear );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
384
js/UnrealBloomPass.js
Normal file
384
js/UnrealBloomPass.js
Normal file
@@ -0,0 +1,384 @@
|
||||
/**
|
||||
* @author spidersharma / http://eduperiment.com/
|
||||
*
|
||||
* Inspired from Unreal Engine
|
||||
* https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
|
||||
*/
|
||||
THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
|
||||
|
||||
THREE.Pass.call( this );
|
||||
|
||||
this.strength = ( strength !== undefined ) ? strength : 1;
|
||||
this.radius = radius;
|
||||
this.threshold = threshold;
|
||||
this.resolution = ( resolution !== undefined ) ? new THREE.Vector2( resolution.x, resolution.y ) : new THREE.Vector2( 256, 256 );
|
||||
|
||||
// create color only once here, reuse it later inside the render function
|
||||
this.clearColor = new THREE.Color( 0, 0, 0 );
|
||||
|
||||
// render targets
|
||||
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
|
||||
this.renderTargetsHorizontal = [];
|
||||
this.renderTargetsVertical = [];
|
||||
this.nMips = 5;
|
||||
var resx = Math.round( this.resolution.x / 2 );
|
||||
var resy = Math.round( this.resolution.y / 2 );
|
||||
|
||||
this.renderTargetBright = new THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
|
||||
this.renderTargetBright.texture.generateMipmaps = false;
|
||||
|
||||
for ( var i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
|
||||
renderTarget.texture.name = "UnrealBloomPass.h" + i;
|
||||
renderTarget.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetsHorizontal.push( renderTarget );
|
||||
|
||||
var renderTarget = new THREE.WebGLRenderTarget( resx, resy, pars );
|
||||
|
||||
renderTarget.texture.name = "UnrealBloomPass.v" + i;
|
||||
renderTarget.texture.generateMipmaps = false;
|
||||
|
||||
this.renderTargetsVertical.push( renderTarget );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
// luminosity high pass material
|
||||
|
||||
if ( THREE.LuminosityHighPassShader === undefined )
|
||||
console.error( "THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader" );
|
||||
|
||||
var highPassShader = THREE.LuminosityHighPassShader;
|
||||
this.highPassUniforms = THREE.UniformsUtils.clone( highPassShader.uniforms );
|
||||
|
||||
this.highPassUniforms[ "luminosityThreshold" ].value = threshold;
|
||||
this.highPassUniforms[ "smoothWidth" ].value = 0.01;
|
||||
|
||||
this.materialHighPassFilter = new THREE.ShaderMaterial( {
|
||||
uniforms: this.highPassUniforms,
|
||||
vertexShader: highPassShader.vertexShader,
|
||||
fragmentShader: highPassShader.fragmentShader,
|
||||
defines: {}
|
||||
} );
|
||||
|
||||
// Gaussian Blur Materials
|
||||
this.separableBlurMaterials = [];
|
||||
var kernelSizeArray = [ 3, 5, 7, 9, 11 ];
|
||||
var resx = Math.round( this.resolution.x / 2 );
|
||||
var resy = Math.round( this.resolution.y / 2 );
|
||||
|
||||
for ( var i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ "texSize" ].value = new THREE.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;
|
||||
|
||||
var bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
|
||||
this.compositeMaterial.uniforms[ "bloomFactors" ].value = bloomFactors;
|
||||
this.bloomTintColors = [ new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ),
|
||||
new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 1, 1, 1 ) ];
|
||||
this.compositeMaterial.uniforms[ "bloomTintColors" ].value = this.bloomTintColors;
|
||||
|
||||
// copy material
|
||||
if ( THREE.CopyShader === undefined ) {
|
||||
|
||||
console.error( "THREE.BloomPass relies on THREE.CopyShader" );
|
||||
|
||||
}
|
||||
|
||||
var copyShader = THREE.CopyShader;
|
||||
|
||||
this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
|
||||
this.copyUniforms[ "opacity" ].value = 1.0;
|
||||
|
||||
this.materialCopy = new THREE.ShaderMaterial( {
|
||||
uniforms: this.copyUniforms,
|
||||
vertexShader: copyShader.vertexShader,
|
||||
fragmentShader: copyShader.fragmentShader,
|
||||
blending: THREE.AdditiveBlending,
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
this.enabled = true;
|
||||
this.needsSwap = false;
|
||||
|
||||
this.oldClearColor = new THREE.Color();
|
||||
this.oldClearAlpha = 1;
|
||||
|
||||
this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
|
||||
this.scene = new THREE.Scene();
|
||||
|
||||
this.basic = new THREE.MeshBasicMaterial();
|
||||
|
||||
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
|
||||
this.quad.frustumCulled = false; // Avoid getting clipped
|
||||
this.scene.add( this.quad );
|
||||
|
||||
};
|
||||
|
||||
THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
|
||||
|
||||
constructor: THREE.UnrealBloomPass,
|
||||
|
||||
dispose: function () {
|
||||
|
||||
for ( var i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
|
||||
|
||||
this.renderTargetsHorizontal[ i ].dispose();
|
||||
|
||||
}
|
||||
|
||||
for ( var i = 0; i < this.renderTargetsVertical.length; i ++ ) {
|
||||
|
||||
this.renderTargetsVertical[ i ].dispose();
|
||||
|
||||
}
|
||||
|
||||
this.renderTargetBright.dispose();
|
||||
|
||||
},
|
||||
|
||||
setSize: function ( width, height ) {
|
||||
|
||||
var resx = Math.round( width / 2 );
|
||||
var resy = Math.round( height / 2 );
|
||||
|
||||
this.renderTargetBright.setSize( resx, resy );
|
||||
|
||||
for ( var 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 THREE.Vector2( resx, resy );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
|
||||
|
||||
this.oldClearColor.copy( renderer.getClearColor() );
|
||||
this.oldClearAlpha = renderer.getClearAlpha();
|
||||
var oldAutoClear = renderer.autoClear;
|
||||
renderer.autoClear = false;
|
||||
|
||||
renderer.setClearColor( this.clearColor, 0 );
|
||||
|
||||
if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
|
||||
|
||||
// Render input to screen
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
this.quad.material = this.basic;
|
||||
this.basic.map = readBuffer.texture;
|
||||
|
||||
renderer.render( this.scene, this.camera, undefined, true );
|
||||
|
||||
}
|
||||
|
||||
// 1. Extract Bright Areas
|
||||
|
||||
this.highPassUniforms[ "tDiffuse" ].value = readBuffer.texture;
|
||||
this.highPassUniforms[ "luminosityThreshold" ].value = this.threshold;
|
||||
this.quad.material = this.materialHighPassFilter;
|
||||
|
||||
renderer.render( this.scene, this.camera, this.renderTargetBright, true );
|
||||
|
||||
// 2. Blur All the mips progressively
|
||||
|
||||
var inputRenderTarget = this.renderTargetBright;
|
||||
|
||||
for ( var i = 0; i < this.nMips; i ++ ) {
|
||||
|
||||
this.quad.material = this.separableBlurMaterials[ i ];
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = inputRenderTarget.texture;
|
||||
this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionX;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetsHorizontal[ i ], true );
|
||||
|
||||
this.separableBlurMaterials[ i ].uniforms[ "colorTexture" ].value = this.renderTargetsHorizontal[ i ].texture;
|
||||
this.separableBlurMaterials[ i ].uniforms[ "direction" ].value = THREE.UnrealBloomPass.BlurDirectionY;
|
||||
renderer.render( this.scene, this.camera, this.renderTargetsVertical[ i ], true );
|
||||
|
||||
inputRenderTarget = this.renderTargetsVertical[ i ];
|
||||
|
||||
}
|
||||
|
||||
// Composite All the mips
|
||||
|
||||
this.quad.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.render( this.scene, this.camera, this.renderTargetsHorizontal[ 0 ], true );
|
||||
|
||||
// Blend it additively over the input texture
|
||||
|
||||
this.quad.material = this.materialCopy;
|
||||
this.copyUniforms[ "tDiffuse" ].value = this.renderTargetsHorizontal[ 0 ].texture;
|
||||
|
||||
if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
|
||||
|
||||
|
||||
if ( this.renderToScreen ) {
|
||||
|
||||
renderer.render( this.scene, this.camera, undefined, false );
|
||||
|
||||
} else {
|
||||
|
||||
renderer.render( this.scene, this.camera, readBuffer, false );
|
||||
|
||||
}
|
||||
|
||||
// Restore renderer settings
|
||||
|
||||
renderer.setClearColor( this.oldClearColor, this.oldClearAlpha );
|
||||
renderer.autoClear = oldAutoClear;
|
||||
|
||||
},
|
||||
|
||||
getSeperableBlurMaterial: function ( kernelRadius ) {
|
||||
|
||||
return new THREE.ShaderMaterial( {
|
||||
|
||||
defines: {
|
||||
"KERNEL_RADIUS": kernelRadius,
|
||||
"SIGMA": kernelRadius
|
||||
},
|
||||
|
||||
uniforms: {
|
||||
"colorTexture": { value: null },
|
||||
"texSize": { value: new THREE.Vector2( 0.5, 0.5 ) },
|
||||
"direction": { value: new THREE.Vector2( 0.5, 0.5 ) }
|
||||
},
|
||||
|
||||
vertexShader:
|
||||
"varying vec2 vUv;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
fragmentShader:
|
||||
"#include <common>\
|
||||
varying vec2 vUv;\n\
|
||||
uniform sampler2D colorTexture;\n\
|
||||
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() {\n\
|
||||
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);\n\
|
||||
}"
|
||||
} );
|
||||
|
||||
},
|
||||
|
||||
getCompositeMaterial: function ( nMips ) {
|
||||
|
||||
return new THREE.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;\n\
|
||||
void main() {\n\
|
||||
vUv = uv;\n\
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
|
||||
}",
|
||||
|
||||
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) );\
|
||||
}"
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
THREE.UnrealBloomPass.BlurDirectionX = new THREE.Vector2( 1.0, 0.0 );
|
||||
THREE.UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 );
|
||||
Reference in New Issue
Block a user