first commit
This commit is contained in:
312
web-app/node_modules/three/examples/jsm/tsl/display/BloomNode.js
generated
vendored
Normal file
312
web-app/node_modules/three/examples/jsm/tsl/display/BloomNode.js
generated
vendored
Normal file
@@ -0,0 +1,312 @@
|
||||
import { HalfFloatType, RenderTarget, Vector2, Vector3, PostProcessingUtils } from 'three';
|
||||
import { TempNode, nodeObject, Fn, float, NodeUpdateType, uv, passTexture, uniform, QuadMesh, NodeMaterial, Loop, texture, luminance, smoothstep, mix, vec4, uniformArray, add, int } from 'three/tsl';
|
||||
|
||||
const _quadMesh = /*@__PURE__*/ new QuadMesh();
|
||||
const _size = /*@__PURE__*/ new Vector2();
|
||||
|
||||
const _BlurDirectionX = /*@__PURE__*/ new Vector2( 1.0, 0.0 );
|
||||
const _BlurDirectionY = /*@__PURE__*/ new Vector2( 0.0, 1.0 );
|
||||
|
||||
let _rendererState;
|
||||
|
||||
class BloomNode extends TempNode {
|
||||
|
||||
static get type() {
|
||||
|
||||
return 'BloomNode';
|
||||
|
||||
}
|
||||
|
||||
constructor( inputNode, strength = 1, radius = 0, threshold = 0 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.inputNode = inputNode;
|
||||
this.strength = uniform( strength );
|
||||
this.radius = uniform( radius );
|
||||
this.threshold = uniform( threshold );
|
||||
|
||||
this.smoothWidth = uniform( 0.01 );
|
||||
|
||||
//
|
||||
|
||||
this._renderTargetsHorizontal = [];
|
||||
this._renderTargetsVertical = [];
|
||||
this._nMips = 5;
|
||||
|
||||
// render targets
|
||||
|
||||
this._renderTargetBright = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
|
||||
this._renderTargetBright.texture.name = 'UnrealBloomPass.bright';
|
||||
this._renderTargetBright.texture.generateMipmaps = false;
|
||||
|
||||
for ( let i = 0; i < this._nMips; i ++ ) {
|
||||
|
||||
const renderTargetHorizontal = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
|
||||
|
||||
renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
|
||||
renderTargetHorizontal.texture.generateMipmaps = false;
|
||||
|
||||
this._renderTargetsHorizontal.push( renderTargetHorizontal );
|
||||
|
||||
const renderTargetVertical = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
|
||||
|
||||
renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
|
||||
renderTargetVertical.texture.generateMipmaps = false;
|
||||
|
||||
this._renderTargetsVertical.push( renderTargetVertical );
|
||||
|
||||
}
|
||||
|
||||
// materials
|
||||
|
||||
this._compositeMaterial = null;
|
||||
this._highPassFilterMaterial = null;
|
||||
this._separableBlurMaterials = [];
|
||||
|
||||
// pass and texture nodes
|
||||
|
||||
this._textureNodeBright = texture( this._renderTargetBright.texture );
|
||||
this._textureNodeBlur0 = texture( this._renderTargetsVertical[ 0 ].texture );
|
||||
this._textureNodeBlur1 = texture( this._renderTargetsVertical[ 1 ].texture );
|
||||
this._textureNodeBlur2 = texture( this._renderTargetsVertical[ 2 ].texture );
|
||||
this._textureNodeBlur3 = texture( this._renderTargetsVertical[ 3 ].texture );
|
||||
this._textureNodeBlur4 = texture( this._renderTargetsVertical[ 4 ].texture );
|
||||
|
||||
this._textureOutput = passTexture( this, this._renderTargetsHorizontal[ 0 ].texture );
|
||||
|
||||
this.updateBeforeType = NodeUpdateType.FRAME;
|
||||
|
||||
}
|
||||
|
||||
getTextureNode() {
|
||||
|
||||
return this._textureOutput;
|
||||
|
||||
}
|
||||
|
||||
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 ].invSize.value.set( 1 / resx, 1 / resy );
|
||||
|
||||
resx = Math.round( resx / 2 );
|
||||
resy = Math.round( resy / 2 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
updateBefore( frame ) {
|
||||
|
||||
const { renderer } = frame;
|
||||
|
||||
_rendererState = PostProcessingUtils.resetRendererState( renderer, _rendererState );
|
||||
|
||||
//
|
||||
|
||||
const size = renderer.getDrawingBufferSize( _size );
|
||||
this.setSize( size.width, size.height );
|
||||
|
||||
// 1. Extract Bright Areas
|
||||
|
||||
renderer.setRenderTarget( this._renderTargetBright );
|
||||
_quadMesh.material = this._highPassFilterMaterial;
|
||||
_quadMesh.render( renderer );
|
||||
|
||||
// 2. Blur All the mips progressively
|
||||
|
||||
let inputRenderTarget = this._renderTargetBright;
|
||||
|
||||
for ( let i = 0; i < this._nMips; i ++ ) {
|
||||
|
||||
_quadMesh.material = this._separableBlurMaterials[ i ];
|
||||
|
||||
this._separableBlurMaterials[ i ].colorTexture.value = inputRenderTarget.texture;
|
||||
this._separableBlurMaterials[ i ].direction.value = _BlurDirectionX;
|
||||
renderer.setRenderTarget( this._renderTargetsHorizontal[ i ] );
|
||||
_quadMesh.render( renderer );
|
||||
|
||||
this._separableBlurMaterials[ i ].colorTexture.value = this._renderTargetsHorizontal[ i ].texture;
|
||||
this._separableBlurMaterials[ i ].direction.value = _BlurDirectionY;
|
||||
renderer.setRenderTarget( this._renderTargetsVertical[ i ] );
|
||||
_quadMesh.render( renderer );
|
||||
|
||||
inputRenderTarget = this._renderTargetsVertical[ i ];
|
||||
|
||||
}
|
||||
|
||||
// 3. Composite All the mips
|
||||
|
||||
renderer.setRenderTarget( this._renderTargetsHorizontal[ 0 ] );
|
||||
_quadMesh.material = this._compositeMaterial;
|
||||
_quadMesh.render( renderer );
|
||||
|
||||
// restore
|
||||
|
||||
PostProcessingUtils.restoreRendererState( renderer, _rendererState );
|
||||
|
||||
}
|
||||
|
||||
setup( builder ) {
|
||||
|
||||
// luminosity high pass material
|
||||
|
||||
const luminosityHighPass = Fn( () => {
|
||||
|
||||
const texel = this.inputNode;
|
||||
const v = luminance( texel.rgb );
|
||||
|
||||
const alpha = smoothstep( this.threshold, this.threshold.add( this.smoothWidth ), v );
|
||||
|
||||
return mix( vec4( 0 ), texel, alpha );
|
||||
|
||||
} );
|
||||
|
||||
this._highPassFilterMaterial = this._highPassFilterMaterial || new NodeMaterial();
|
||||
this._highPassFilterMaterial.fragmentNode = luminosityHighPass().context( builder.getSharedContext() );
|
||||
this._highPassFilterMaterial.name = 'Bloom_highPass';
|
||||
this._highPassFilterMaterial.needsUpdate = true;
|
||||
|
||||
// gaussian blur materials
|
||||
|
||||
const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
|
||||
|
||||
for ( let i = 0; i < this._nMips; i ++ ) {
|
||||
|
||||
this._separableBlurMaterials.push( this._getSeperableBlurMaterial( builder, kernelSizeArray[ i ] ) );
|
||||
|
||||
}
|
||||
|
||||
// composite material
|
||||
|
||||
const bloomFactors = uniformArray( [ 1.0, 0.8, 0.6, 0.4, 0.2 ] );
|
||||
const bloomTintColors = uniformArray( [ 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 ) ] );
|
||||
|
||||
const lerpBloomFactor = Fn( ( [ factor, radius ] ) => {
|
||||
|
||||
const mirrorFactor = float( 1.2 ).sub( factor );
|
||||
return mix( factor, mirrorFactor, radius );
|
||||
|
||||
} ).setLayout( {
|
||||
name: 'lerpBloomFactor',
|
||||
type: 'float',
|
||||
inputs: [
|
||||
{ name: 'factor', type: 'float' },
|
||||
{ name: 'radius', type: 'float' },
|
||||
]
|
||||
} );
|
||||
|
||||
|
||||
const compositePass = Fn( () => {
|
||||
|
||||
const color0 = lerpBloomFactor( bloomFactors.element( 0 ), this.radius ).mul( vec4( bloomTintColors.element( 0 ), 1.0 ) ).mul( this._textureNodeBlur0 );
|
||||
const color1 = lerpBloomFactor( bloomFactors.element( 1 ), this.radius ).mul( vec4( bloomTintColors.element( 1 ), 1.0 ) ).mul( this._textureNodeBlur1 );
|
||||
const color2 = lerpBloomFactor( bloomFactors.element( 2 ), this.radius ).mul( vec4( bloomTintColors.element( 2 ), 1.0 ) ).mul( this._textureNodeBlur2 );
|
||||
const color3 = lerpBloomFactor( bloomFactors.element( 3 ), this.radius ).mul( vec4( bloomTintColors.element( 3 ), 1.0 ) ).mul( this._textureNodeBlur3 );
|
||||
const color4 = lerpBloomFactor( bloomFactors.element( 4 ), this.radius ).mul( vec4( bloomTintColors.element( 4 ), 1.0 ) ).mul( this._textureNodeBlur4 );
|
||||
|
||||
const sum = color0.add( color1 ).add( color2 ).add( color3 ).add( color4 );
|
||||
|
||||
return sum.mul( this.strength );
|
||||
|
||||
} );
|
||||
|
||||
this._compositeMaterial = this._compositeMaterial || new NodeMaterial();
|
||||
this._compositeMaterial.fragmentNode = compositePass().context( builder.getSharedContext() );
|
||||
this._compositeMaterial.name = 'Bloom_comp';
|
||||
this._compositeMaterial.needsUpdate = true;
|
||||
|
||||
//
|
||||
|
||||
return this._textureOutput;
|
||||
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
}
|
||||
|
||||
_getSeperableBlurMaterial( builder, kernelRadius ) {
|
||||
|
||||
const coefficients = [];
|
||||
|
||||
for ( let i = 0; i < kernelRadius; i ++ ) {
|
||||
|
||||
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
const colorTexture = texture();
|
||||
const gaussianCoefficients = uniformArray( coefficients );
|
||||
const invSize = uniform( new Vector2() );
|
||||
const direction = uniform( new Vector2( 0.5, 0.5 ) );
|
||||
|
||||
const uvNode = uv();
|
||||
const sampleTexel = ( uv ) => colorTexture.uv( uv );
|
||||
|
||||
const seperableBlurPass = Fn( () => {
|
||||
|
||||
const weightSum = gaussianCoefficients.element( 0 ).toVar();
|
||||
const diffuseSum = sampleTexel( uvNode ).rgb.mul( weightSum ).toVar();
|
||||
|
||||
Loop( { start: int( 1 ), end: int( kernelRadius ), type: 'int', condition: '<' }, ( { i } ) => {
|
||||
|
||||
const x = float( i );
|
||||
const w = gaussianCoefficients.element( i );
|
||||
const uvOffset = direction.mul( invSize ).mul( x );
|
||||
const sample1 = sampleTexel( uvNode.add( uvOffset ) ).rgb;
|
||||
const sample2 = sampleTexel( uvNode.sub( uvOffset ) ).rgb;
|
||||
diffuseSum.addAssign( add( sample1, sample2 ).mul( w ) );
|
||||
weightSum.addAssign( float( 2.0 ).mul( w ) );
|
||||
|
||||
} );
|
||||
|
||||
return vec4( diffuseSum.div( weightSum ), 1.0 );
|
||||
|
||||
} );
|
||||
|
||||
const seperableBlurMaterial = new NodeMaterial();
|
||||
seperableBlurMaterial.fragmentNode = seperableBlurPass().context( builder.getSharedContext() );
|
||||
seperableBlurMaterial.name = 'Bloom_seperable';
|
||||
seperableBlurMaterial.needsUpdate = true;
|
||||
|
||||
// uniforms
|
||||
seperableBlurMaterial.colorTexture = colorTexture;
|
||||
seperableBlurMaterial.direction = direction;
|
||||
seperableBlurMaterial.invSize = invSize;
|
||||
|
||||
return seperableBlurMaterial;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export const bloom = ( node, strength, radius, threshold ) => nodeObject( new BloomNode( nodeObject( node ), strength, radius, threshold ) );
|
||||
|
||||
export default BloomNode;
|
||||
Reference in New Issue
Block a user