three.js 118 휘 광 으로 인 한 필드 투명도 실효 UnrealBloomPass

70790 단어 three.js
투명 성 이 중요 할 때 가 있어 요.
/**
 * @author spidersharma / http://eduperiment.com/
 */

import {
     
	AdditiveBlending,
	Color,
	LinearFilter,
	MeshBasicMaterial,
	RGBAFormat,
	ShaderMaterial,
	UniformsUtils,
	Vector2,
	Vector3,
	WebGLRenderTarget
} from "../../../build/three.module.js";
import {
      Pass } 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/
 */
var UnrealBloomPass = function (resolution, strength, radius, threshold) {
     

	Pass.call(this);

	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
	var pars = {
      minFilter: LinearFilter, magFilter: LinearFilter, format: 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 WebGLRenderTarget(resx, resy, pars);
	this.renderTargetBright.texture.name = "UnrealBloomPass.bright";
	this.renderTargetBright.texture.generateMipmaps = false;

	for (var i = 0; i < this.nMips; i++) {
     

		var renderTargetHorizonal = new WebGLRenderTarget(resx, resy, pars);

		renderTargetHorizonal.texture.name = "UnrealBloomPass.h" + i;
		renderTargetHorizonal.texture.generateMipmaps = false;

		this.renderTargetsHorizontal.push(renderTargetHorizonal);

		var 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("UnrealBloomPass relies on LuminosityHighPassShader");

	var 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 = [];
	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 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 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("UnrealBloomPass relies on CopyShader");

	}

	var 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 Pass.FullScreenQuad(null);

};

UnrealBloomPass.prototype = Object.assign(Object.create(Pass.prototype), {
     

	constructor: 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 Vector2(resx, resy);

			resx = Math.round(resx / 2);
			resy = Math.round(resy / 2);

		}

	},

	render: function (renderer, writeBuffer, readBuffer, deltaTime, 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.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

		var inputRenderTarget = this.renderTargetBright;

		for (var 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: function (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);\ float alphaSum = 0.0;\ 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;\ vec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\ vec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\ diffuseSum += (sample1.rgb + sample2.rgb) * w;\ alphaSum += (sample1.a + sample2.a) * w;\ weightSum += 2.0 * w;\ }\ gl_FragColor = vec4(diffuseSum/weightSum, alphaSum/weightSum);
\ }"
}); }, getCompositeMaterial: function (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 };

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