Files
three.js/examples/js/postprocessing/BloomPass.js
T
alteredq 20fae814e7 Refactored postprocessing to use double buffering.
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
2011-09-01 00:19:31 +02:00

94 lines
2.9 KiB
JavaScript

/**
* @author alteredq / http://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 !== resolution ) ? 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 );
// screen material
var screenShader = THREE.ShaderExtras[ "screen" ];
this.screenUniforms = THREE.UniformsUtils.clone( screenShader.uniforms );
this.screenUniforms[ "opacity" ].value = strength;
this.materialScreen = new THREE.MeshShaderMaterial( {
uniforms: this.screenUniforms,
vertexShader: screenShader.vertexShader,
fragmentShader: screenShader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true
} );
// convolution material
var convolutionShader = THREE.ShaderExtras[ "convolution" ];
this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderExtras.buildKernel( sigma );
this.materialConvolution = new THREE.MeshShaderMaterial( {
uniforms: this.convolutionUniforms,
vertexShader: "#define KERNEL_SIZE " + kernelSize + ".0\n" + convolutionShader.vertexShader,
fragmentShader: "#define KERNEL_SIZE " + kernelSize + "\n" + convolutionShader.fragmentShader
} );
this.needsSwap = false;
};
THREE.BloomPass.prototype = {
render: function ( renderer, writeBuffer, readBuffer, delta ) {
// Render quad with blured scene into texture (convolution pass 1)
THREE.EffectComposer.quad.materials[ 0 ] = this.materialConvolution;
this.convolutionUniforms[ "tDiffuse" ].texture = 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" ].texture = 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.materials[ 0 ] = this.materialScreen;
this.screenUniforms[ "tDiffuse" ].texture = this.renderTargetY;
renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer, false );
}
};
THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );