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| author | Agando <roduccomm@gmail.com> | 2026-07-09 06:00:32 +0200 |
|---|---|---|
| committer | Agando <roduccomm@gmail.com> | 2026-07-09 06:00:32 +0200 |
| commit | cf7461ffeb4f53f3f50c9c692a2e4fdcecf17e82 (patch) | |
| tree | e7780cd41271381cf108c9c81d71a3cb65cfd555 /downloads/UnrealBloomPass.js | |
| parent | ea4d09fb5ccba12ed774fcf7c913edfa1e6a851a (diff) | |
auto: 2026-07-09_06:00 changes
Diffstat (limited to 'downloads/UnrealBloomPass.js')
| -rw-r--r-- | downloads/UnrealBloomPass.js | 366 |
1 files changed, 366 insertions, 0 deletions
diff --git a/downloads/UnrealBloomPass.js b/downloads/UnrealBloomPass.js new file mode 100644 index 0000000..66316b3 --- /dev/null +++ b/downloads/UnrealBloomPass.js @@ -0,0 +1,366 @@ +( function () { + + /** + * 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 THREE.Pass { + + constructor( resolution, strength, radius, threshold ) { + + super(); + 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 + + const pars = { + minFilter: THREE.LinearFilter, + magFilter: THREE.LinearFilter, + format: THREE.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 THREE.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 THREE.WebGLRenderTarget( resx, resy, pars ); + renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i; + renderTargetHorizonal.texture.generateMipmaps = false; + this.renderTargetsHorizontal.push( renderTargetHorizonal ); + const renderTargetVertical = new THREE.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 ( THREE.LuminosityHighPassShader === undefined ) console.error( 'THREE.UnrealBloomPass relies on THREE.LuminosityHighPassShader' ); + const 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 = []; + 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 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; + const 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.UnrealBloomPass relies on THREE.CopyShader' ); + + } + + const 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.basic = new THREE.MeshBasicMaterial(); + this.fsQuad = new THREE.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 THREE.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 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; + void main() { + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + }`, + fragmentShader: `#include <common> + 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 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; + 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 THREE.Vector2( 1.0, 0.0 ); + UnrealBloomPass.BlurDirectionY = new THREE.Vector2( 0.0, 1.0 ); + + THREE.UnrealBloomPass = UnrealBloomPass; + +} )(); |