Files
three.js/examples/js/postprocessing/BloomPass.js
T
alteredq ff09a492bb Refactored postprocessing out of examples into own set of classes.
Not sure yet about names and location of files.
2011-08-29 23:35:36 +02:00

92 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.ShaderUtils.lib[ "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.ShaderUtils.lib[ "convolution" ];
this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
this.convolutionUniforms[ "cKernel" ].value = THREE.ShaderUtils.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
} );
};
THREE.BloomPass.prototype = {
render: function ( renderer, renderTarget, delta ) {
// Render quad with blured scene into texture (convolution pass 1)
THREE.EffectComposer.quad.materials[ 0 ] = this.materialConvolution;
this.convolutionUniforms[ "tDiffuse" ].texture = renderTarget;
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, renderTarget, false );
}
};
THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );