mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 23:44:56 +01:00
116 lines
3.4 KiB
JavaScript
116 lines
3.4 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 !== 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;
|
||
|
|
||
|
|
||
|
this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
|
||
|
this.scene = new THREE.Scene();
|
||
|
|
||
|
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
|
||
|
this.scene.add( this.quad );
|
||
|
|
||
|
};
|
||
|
|
||
|
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)
|
||
|
|
||
|
this.quad.material = this.materialConvolution;
|
||
|
|
||
|
this.convolutionUniforms[ "tDiffuse" ].value = readBuffer;
|
||
|
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
|
||
|
|
||
|
renderer.render( this.scene, this.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( this.scene, this.camera, this.renderTargetY, true );
|
||
|
|
||
|
// Render original scene with superimposed blur to texture
|
||
|
|
||
|
this.quad.material = this.materialCopy;
|
||
|
|
||
|
this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY;
|
||
|
|
||
|
if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
|
||
|
|
||
|
renderer.render( this.scene, this.camera, readBuffer, this.clear );
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
|
||
|
THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
|