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Oinktube/node_modules/three/examples/jsm/postprocessing/BloomPass.js
2023-12-11 11:59:56 -03:00

131 lines
3.7 KiB
JavaScript

import {
AdditiveBlending,
LinearFilter,
RGBAFormat,
ShaderMaterial,
UniformsUtils,
Vector2,
WebGLRenderTarget
} from '../../../build/three.module.js';
import { Pass } from '../postprocessing/Pass.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { ConvolutionShader } from '../shaders/ConvolutionShader.js';
var BloomPass = function ( strength, kernelSize, sigma, resolution ) {
Pass.call( this );
strength = ( strength !== undefined ) ? strength : 1;
kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
sigma = ( sigma !== undefined ) ? sigma : 4.0;
resolution = ( resolution !== undefined ) ? resolution : 256;
// render targets
var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
this.renderTargetX = new WebGLRenderTarget( resolution, resolution, pars );
this.renderTargetX.texture.name = 'BloomPass.x';
this.renderTargetY = new WebGLRenderTarget( resolution, resolution, pars );
this.renderTargetY.texture.name = 'BloomPass.y';
// copy material
if ( CopyShader === undefined )
console.error( 'THREE.BloomPass relies on CopyShader' );
var copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
this.copyUniforms[ 'opacity' ].value = strength;
this.materialCopy = new ShaderMaterial( {
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: AdditiveBlending,
transparent: true
} );
// convolution material
if ( ConvolutionShader === undefined )
console.error( 'THREE.BloomPass relies on ConvolutionShader' );
var 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( {
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 Pass.FullScreenQuad( null );
};
BloomPass.prototype = Object.assign( Object.create( Pass.prototype ), {
constructor: BloomPass,
render: function ( 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.materialCopy;
this.copyUniforms[ '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 );
}
} );
BloomPass.blurX = new Vector2( 0.001953125, 0.0 );
BloomPass.blurY = new Vector2( 0.0, 0.001953125 );
export { BloomPass };