Dies ist das Repository meines kleinen Portfolios.
Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
408 lines
12 KiB
408 lines
12 KiB
import { |
|
AdditiveBlending, |
|
Color, |
|
LinearFilter, |
|
MeshBasicMaterial, |
|
RGBAFormat, |
|
ShaderMaterial, |
|
UniformsUtils, |
|
Vector2, |
|
Vector3, |
|
WebGLRenderTarget |
|
} from 'three'; |
|
import { Pass, FullScreenQuad } from './Pass.js'; |
|
import { CopyShader } from '../shaders/CopyShader.js'; |
|
import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js'; |
|
|
|
/** |
|
* 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 Pass { |
|
|
|
constructor( resolution, strength, radius, threshold ) { |
|
|
|
super(); |
|
|
|
this.strength = ( strength !== undefined ) ? strength : 1; |
|
this.radius = radius; |
|
this.threshold = threshold; |
|
this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 ); |
|
|
|
// create color only once here, reuse it later inside the render function |
|
this.clearColor = new Color( 0, 0, 0 ); |
|
|
|
// render targets |
|
const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: 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 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 WebGLRenderTarget( resx, resy, pars ); |
|
|
|
renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i; |
|
renderTargetHorizonal.texture.generateMipmaps = false; |
|
|
|
this.renderTargetsHorizontal.push( renderTargetHorizonal ); |
|
|
|
const renderTargetVertical = new 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 ( LuminosityHighPassShader === undefined ) |
|
console.error( 'THREE.UnrealBloomPass relies on LuminosityHighPassShader' ); |
|
|
|
const highPassShader = LuminosityHighPassShader; |
|
this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms ); |
|
|
|
this.highPassUniforms[ 'luminosityThreshold' ].value = threshold; |
|
this.highPassUniforms[ 'smoothWidth' ].value = 0.01; |
|
|
|
this.materialHighPassFilter = new 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 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 Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ]; |
|
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors; |
|
|
|
// copy material |
|
if ( CopyShader === undefined ) { |
|
|
|
console.error( 'THREE.UnrealBloomPass relies on CopyShader' ); |
|
|
|
} |
|
|
|
const copyShader = CopyShader; |
|
|
|
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms ); |
|
this.copyUniforms[ 'opacity' ].value = 1.0; |
|
|
|
this.materialCopy = new ShaderMaterial( { |
|
uniforms: this.copyUniforms, |
|
vertexShader: copyShader.vertexShader, |
|
fragmentShader: copyShader.fragmentShader, |
|
blending: AdditiveBlending, |
|
depthTest: false, |
|
depthWrite: false, |
|
transparent: true |
|
} ); |
|
|
|
this.enabled = true; |
|
this.needsSwap = false; |
|
|
|
this._oldClearColor = new Color(); |
|
this.oldClearAlpha = 1; |
|
|
|
this.basic = new MeshBasicMaterial(); |
|
|
|
this.fsQuad = new 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 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 ShaderMaterial( { |
|
|
|
defines: { |
|
'KERNEL_RADIUS': kernelRadius, |
|
'SIGMA': kernelRadius |
|
}, |
|
|
|
uniforms: { |
|
'colorTexture': { value: null }, |
|
'texSize': { value: new Vector2( 0.5, 0.5 ) }, |
|
'direction': { value: new 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 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 Vector2( 1.0, 0.0 ); |
|
UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 ); |
|
|
|
export { UnrealBloomPass };
|
|
|