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mobile-query-three-vendor-three-r53.js-postprocessing-BloomPass.js / js



  

author: alteredq / alteredqualia.com/

  
  
  THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
  
          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: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  
          this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
          this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  
          // 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 = strength;
  
          this.materialCopy = new THREE.ShaderMaterial( {
  
                  uniforms: this.copyUniforms,
                  vertexShader: copyShader.vertexShader,
                  fragmentShader: copyShader.fragmentShader,
                  blending: THREE.AdditiveBlending,
                  transparent: true
  
          } );
  
          // convolution material
  
          if ( THREE.ConvolutionShader === undefined )
                  console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" );
  
          var convolutionShader = THREE.ConvolutionShader;
  
          this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
  
          this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
          this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );
  
          this.materialConvolution = new THREE.ShaderMaterial( {
  
                  uniforms: this.convolutionUniforms,
                  vertexShader:  convolutionShader.vertexShader,
                  fragmentShader: convolutionShader.fragmentShader,
                  defines: {
                          "KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
                          "KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
                  }
  
          } );
  
          this.enabled = true;
          this.needsSwap = false;
          this.clear = false;
  
  };
  
  THREE.BloomPass.prototype = {
  
          render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  
                  if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
  
                  // Render quad with blured scene into texture (convolution pass 1)
  
                  THREE.EffectComposer.quad.material = this.materialConvolution;
  
                  this.convolutionUniforms[ "tDiffuse" ].value = readBuffer;
                  this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
  
                  renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetX, true );
  
                  // Render quad with blured scene into texture (convolution pass 2)
  
                  this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX;
                  this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
  
                  renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetY, true );
  
                  // Render original scene with superimposed blur to texture
  
                  THREE.EffectComposer.quad.material = this.materialCopy;
  
                  this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY;
  
                  if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
  
                  renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer, this.clear );
  
          }
  
  };
  
  THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
  THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
  


(C) Æliens 04/09/2009

You may not copy or print any of this material without explicit permission of the author or the publisher. In case of other copyright issues, contact the author.