@omerrgocmen/crewctl 1.0.2 → 1.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (84) hide show
  1. package/orchestrator/README.md +462 -462
  2. package/orchestrator/config.default.json +71 -71
  3. package/orchestrator/roles/operator.md +77 -77
  4. package/orchestrator/roles/reviewer.md +63 -63
  5. package/orchestrator/skills/acceptance-criteria.md +18 -18
  6. package/orchestrator/skills/accessibility-audit.md +16 -16
  7. package/orchestrator/skills/accessible-forms.md +16 -16
  8. package/orchestrator/skills/api-design.md +27 -27
  9. package/orchestrator/skills/api-documentation.md +16 -16
  10. package/orchestrator/skills/architecture-decision-record.md +18 -18
  11. package/orchestrator/skills/authentication-design.md +16 -16
  12. package/orchestrator/skills/authorization-review.md +16 -16
  13. package/orchestrator/skills/backward-compatibility.md +17 -17
  14. package/orchestrator/skills/changelog-writing.md +16 -16
  15. package/orchestrator/skills/ci-pipeline-design.md +16 -16
  16. package/orchestrator/skills/cli-design.md +16 -16
  17. package/orchestrator/skills/code-review.md +27 -27
  18. package/orchestrator/skills/configuration-management.md +16 -16
  19. package/orchestrator/skills/container-review.md +16 -16
  20. package/orchestrator/skills/contract-testing.md +16 -16
  21. package/orchestrator/skills/dashboard-design.md +16 -16
  22. package/orchestrator/skills/database-migration.md +16 -16
  23. package/orchestrator/skills/database-schema-design.md +16 -16
  24. package/orchestrator/skills/debugging.md +26 -26
  25. package/orchestrator/skills/dependency-review.md +16 -16
  26. package/orchestrator/skills/design-review.md +29 -29
  27. package/orchestrator/skills/design-system.md +16 -16
  28. package/orchestrator/skills/docs-api-reference.md +16 -16
  29. package/orchestrator/skills/docs-troubleshooting.md +16 -16
  30. package/orchestrator/skills/docs-tutorial.md +16 -16
  31. package/orchestrator/skills/docs-writing.md +25 -25
  32. package/orchestrator/skills/empty-error-loading-states.md +16 -16
  33. package/orchestrator/skills/end-to-end-testing.md +16 -16
  34. package/orchestrator/skills/error-handling.md +16 -16
  35. package/orchestrator/skills/frontend-design.md +28 -28
  36. package/orchestrator/skills/git-commit-writing.md +16 -16
  37. package/orchestrator/skills/graphql-design.md +16 -16
  38. package/orchestrator/skills/incident-runbook.md +18 -18
  39. package/orchestrator/skills/input-validation.md +16 -16
  40. package/orchestrator/skills/integration-testing.md +16 -16
  41. package/orchestrator/skills/interaction-design.md +16 -16
  42. package/orchestrator/skills/landing-page-design.md +16 -16
  43. package/orchestrator/skills/observability-design.md +16 -16
  44. package/orchestrator/skills/openapi-contract.md +16 -16
  45. package/orchestrator/skills/performance-profiling.md +16 -16
  46. package/orchestrator/skills/privacy-review.md +16 -16
  47. package/orchestrator/skills/property-based-testing.md +16 -16
  48. package/orchestrator/skills/pull-request-writing.md +16 -16
  49. package/orchestrator/skills/refactoring.md +16 -16
  50. package/orchestrator/skills/release-readiness.md +16 -16
  51. package/orchestrator/skills/responsive-design.md +16 -16
  52. package/orchestrator/skills/secrets-management.md +16 -16
  53. package/orchestrator/skills/secure-file-upload.md +16 -16
  54. package/orchestrator/skills/security-review.md +26 -26
  55. package/orchestrator/skills/semantic-versioning.md +17 -17
  56. package/orchestrator/skills/seo-on-page.md +16 -16
  57. package/orchestrator/skills/seo-structured-data.md +16 -16
  58. package/orchestrator/skills/seo-technical-audit.md +16 -16
  59. package/orchestrator/skills/sql-query-review.md +16 -16
  60. package/orchestrator/skills/supply-chain-security.md +16 -16
  61. package/orchestrator/skills/test-strategy.md +16 -16
  62. package/orchestrator/skills/threat-modeling.md +16 -16
  63. package/orchestrator/skills/unit-testing.md +16 -16
  64. package/orchestrator/skills/write-tests.md +28 -28
  65. package/orchestrator/src/cli-registry.js +616 -616
  66. package/orchestrator/src/cli.js +131 -131
  67. package/orchestrator/src/doctor.js +64 -64
  68. package/orchestrator/src/engine.js +162 -31
  69. package/orchestrator/src/server.js +766 -766
  70. package/orchestrator/src/skill-registry.js +272 -272
  71. package/orchestrator/src/store.js +399 -399
  72. package/orchestrator/web/OrbitControls.js +1417 -1417
  73. package/orchestrator/web/flow.html +740 -740
  74. package/orchestrator/web/index.html +587 -557
  75. package/orchestrator/web/jsm/postprocessing/EffectComposer.js +231 -231
  76. package/orchestrator/web/jsm/postprocessing/MaskPass.js +104 -104
  77. package/orchestrator/web/jsm/postprocessing/Pass.js +95 -95
  78. package/orchestrator/web/jsm/postprocessing/RenderPass.js +99 -99
  79. package/orchestrator/web/jsm/postprocessing/ShaderPass.js +77 -77
  80. package/orchestrator/web/jsm/postprocessing/UnrealBloomPass.js +415 -415
  81. package/orchestrator/web/jsm/shaders/CopyShader.js +45 -45
  82. package/orchestrator/web/jsm/shaders/LuminosityHighPassShader.js +66 -66
  83. package/orchestrator/web/three.module.min.js +6 -6
  84. package/package.json +1 -1
@@ -1,415 +1,415 @@
1
- import {
2
- AdditiveBlending,
3
- Color,
4
- HalfFloatType,
5
- MeshBasicMaterial,
6
- ShaderMaterial,
7
- UniformsUtils,
8
- Vector2,
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- Vector3,
10
- WebGLRenderTarget
11
- } from 'three';
12
- import { Pass, FullScreenQuad } from './Pass.js';
13
- import { CopyShader } from '../shaders/CopyShader.js';
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- import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
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-
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- /**
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- * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
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- * mip map chain of bloom textures and blurs them with different radii. Because
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- * of the weighted combination of mips, and because larger blurs are done on
20
- * higher mips, this effect provides good quality and performance.
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- *
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- * Reference:
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- * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
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- */
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- class UnrealBloomPass extends Pass {
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-
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- constructor( resolution, strength, radius, threshold ) {
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-
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- super();
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-
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- this.strength = ( strength !== undefined ) ? strength : 1;
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- this.radius = radius;
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- this.threshold = threshold;
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- this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
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-
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- // create color only once here, reuse it later inside the render function
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- this.clearColor = new Color( 0, 0, 0 );
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-
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- // render targets
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- this.renderTargetsHorizontal = [];
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- this.renderTargetsVertical = [];
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- this.nMips = 5;
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- let resx = Math.round( this.resolution.x / 2 );
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- let resy = Math.round( this.resolution.y / 2 );
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-
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- this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
47
- this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
48
- this.renderTargetBright.texture.generateMipmaps = false;
49
-
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- for ( let i = 0; i < this.nMips; i ++ ) {
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-
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- const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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-
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- renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
55
- renderTargetHorizonal.texture.generateMipmaps = false;
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-
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- this.renderTargetsHorizontal.push( renderTargetHorizonal );
58
-
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- const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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-
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- renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
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- renderTargetVertical.texture.generateMipmaps = false;
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-
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- this.renderTargetsVertical.push( renderTargetVertical );
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-
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- resx = Math.round( resx / 2 );
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-
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- resy = Math.round( resy / 2 );
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-
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- }
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-
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- // luminosity high pass material
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-
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- const highPassShader = LuminosityHighPassShader;
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- this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
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-
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- this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
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- this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
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-
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- this.materialHighPassFilter = new ShaderMaterial( {
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- uniforms: this.highPassUniforms,
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- vertexShader: highPassShader.vertexShader,
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- fragmentShader: highPassShader.fragmentShader
84
- } );
85
-
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- // gaussian blur materials
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-
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- this.separableBlurMaterials = [];
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- const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
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- resx = Math.round( this.resolution.x / 2 );
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- resy = Math.round( this.resolution.y / 2 );
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-
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- for ( let i = 0; i < this.nMips; i ++ ) {
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-
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- this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
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-
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- this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
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-
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- resx = Math.round( resx / 2 );
100
-
101
- resy = Math.round( resy / 2 );
102
-
103
- }
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-
105
- // composite material
106
-
107
- this.compositeMaterial = this.getCompositeMaterial( this.nMips );
108
- this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
109
- this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
110
- this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
111
- this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
112
- this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
113
- this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
114
- this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
115
-
116
- const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
117
- this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
118
- 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 ) ];
119
- this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
120
-
121
- // blend material
122
-
123
- const copyShader = CopyShader;
124
-
125
- this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
126
-
127
- this.blendMaterial = new ShaderMaterial( {
128
- uniforms: this.copyUniforms,
129
- vertexShader: copyShader.vertexShader,
130
- fragmentShader: copyShader.fragmentShader,
131
- blending: AdditiveBlending,
132
- depthTest: false,
133
- depthWrite: false,
134
- transparent: true
135
- } );
136
-
137
- this.enabled = true;
138
- this.needsSwap = false;
139
-
140
- this._oldClearColor = new Color();
141
- this.oldClearAlpha = 1;
142
-
143
- this.basic = new MeshBasicMaterial();
144
-
145
- this.fsQuad = new FullScreenQuad( null );
146
-
147
- }
148
-
149
- dispose() {
150
-
151
- for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
152
-
153
- this.renderTargetsHorizontal[ i ].dispose();
154
-
155
- }
156
-
157
- for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
158
-
159
- this.renderTargetsVertical[ i ].dispose();
160
-
161
- }
162
-
163
- this.renderTargetBright.dispose();
164
-
165
- //
166
-
167
- for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
168
-
169
- this.separableBlurMaterials[ i ].dispose();
170
-
171
- }
172
-
173
- this.compositeMaterial.dispose();
174
- this.blendMaterial.dispose();
175
- this.basic.dispose();
176
-
177
- //
178
-
179
- this.fsQuad.dispose();
180
-
181
- }
182
-
183
- setSize( width, height ) {
184
-
185
- let resx = Math.round( width / 2 );
186
- let resy = Math.round( height / 2 );
187
-
188
- this.renderTargetBright.setSize( resx, resy );
189
-
190
- for ( let i = 0; i < this.nMips; i ++ ) {
191
-
192
- this.renderTargetsHorizontal[ i ].setSize( resx, resy );
193
- this.renderTargetsVertical[ i ].setSize( resx, resy );
194
-
195
- this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
196
-
197
- resx = Math.round( resx / 2 );
198
- resy = Math.round( resy / 2 );
199
-
200
- }
201
-
202
- }
203
-
204
- render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
205
-
206
- renderer.getClearColor( this._oldClearColor );
207
- this.oldClearAlpha = renderer.getClearAlpha();
208
- const oldAutoClear = renderer.autoClear;
209
- renderer.autoClear = false;
210
-
211
- renderer.setClearColor( this.clearColor, 0 );
212
-
213
- if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
214
-
215
- // Render input to screen
216
-
217
- if ( this.renderToScreen ) {
218
-
219
- this.fsQuad.material = this.basic;
220
- this.basic.map = readBuffer.texture;
221
-
222
- renderer.setRenderTarget( null );
223
- renderer.clear();
224
- this.fsQuad.render( renderer );
225
-
226
- }
227
-
228
- // 1. Extract Bright Areas
229
-
230
- this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
231
- this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
232
- this.fsQuad.material = this.materialHighPassFilter;
233
-
234
- renderer.setRenderTarget( this.renderTargetBright );
235
- renderer.clear();
236
- this.fsQuad.render( renderer );
237
-
238
- // 2. Blur All the mips progressively
239
-
240
- let inputRenderTarget = this.renderTargetBright;
241
-
242
- for ( let i = 0; i < this.nMips; i ++ ) {
243
-
244
- this.fsQuad.material = this.separableBlurMaterials[ i ];
245
-
246
- this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
247
- this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
248
- renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
249
- renderer.clear();
250
- this.fsQuad.render( renderer );
251
-
252
- this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
253
- this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
254
- renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
255
- renderer.clear();
256
- this.fsQuad.render( renderer );
257
-
258
- inputRenderTarget = this.renderTargetsVertical[ i ];
259
-
260
- }
261
-
262
- // Composite All the mips
263
-
264
- this.fsQuad.material = this.compositeMaterial;
265
- this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
266
- this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
267
- this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
268
-
269
- renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
270
- renderer.clear();
271
- this.fsQuad.render( renderer );
272
-
273
- // Blend it additively over the input texture
274
-
275
- this.fsQuad.material = this.blendMaterial;
276
- this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
277
-
278
- if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
279
-
280
- if ( this.renderToScreen ) {
281
-
282
- renderer.setRenderTarget( null );
283
- this.fsQuad.render( renderer );
284
-
285
- } else {
286
-
287
- renderer.setRenderTarget( readBuffer );
288
- this.fsQuad.render( renderer );
289
-
290
- }
291
-
292
- // Restore renderer settings
293
-
294
- renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
295
- renderer.autoClear = oldAutoClear;
296
-
297
- }
298
-
299
- getSeperableBlurMaterial( kernelRadius ) {
300
-
301
- const coefficients = [];
302
-
303
- for ( let i = 0; i < kernelRadius; i ++ ) {
304
-
305
- coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
306
-
307
- }
308
-
309
- return new ShaderMaterial( {
310
-
311
- defines: {
312
- 'KERNEL_RADIUS': kernelRadius
313
- },
314
-
315
- uniforms: {
316
- 'colorTexture': { value: null },
317
- 'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
318
- 'direction': { value: new Vector2( 0.5, 0.5 ) },
319
- 'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
320
- },
321
-
322
- vertexShader:
323
- `varying vec2 vUv;
324
- void main() {
325
- vUv = uv;
326
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
327
- }`,
328
-
329
- fragmentShader:
330
- `#include <common>
331
- varying vec2 vUv;
332
- uniform sampler2D colorTexture;
333
- uniform vec2 invSize;
334
- uniform vec2 direction;
335
- uniform float gaussianCoefficients[KERNEL_RADIUS];
336
-
337
- void main() {
338
- float weightSum = gaussianCoefficients[0];
339
- vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
340
- for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
341
- float x = float(i);
342
- float w = gaussianCoefficients[i];
343
- vec2 uvOffset = direction * invSize * x;
344
- vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
345
- vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
346
- diffuseSum += (sample1 + sample2) * w;
347
- weightSum += 2.0 * w;
348
- }
349
- gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
350
- }`
351
- } );
352
-
353
- }
354
-
355
- getCompositeMaterial( nMips ) {
356
-
357
- return new ShaderMaterial( {
358
-
359
- defines: {
360
- 'NUM_MIPS': nMips
361
- },
362
-
363
- uniforms: {
364
- 'blurTexture1': { value: null },
365
- 'blurTexture2': { value: null },
366
- 'blurTexture3': { value: null },
367
- 'blurTexture4': { value: null },
368
- 'blurTexture5': { value: null },
369
- 'bloomStrength': { value: 1.0 },
370
- 'bloomFactors': { value: null },
371
- 'bloomTintColors': { value: null },
372
- 'bloomRadius': { value: 0.0 }
373
- },
374
-
375
- vertexShader:
376
- `varying vec2 vUv;
377
- void main() {
378
- vUv = uv;
379
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
380
- }`,
381
-
382
- fragmentShader:
383
- `varying vec2 vUv;
384
- uniform sampler2D blurTexture1;
385
- uniform sampler2D blurTexture2;
386
- uniform sampler2D blurTexture3;
387
- uniform sampler2D blurTexture4;
388
- uniform sampler2D blurTexture5;
389
- uniform float bloomStrength;
390
- uniform float bloomRadius;
391
- uniform float bloomFactors[NUM_MIPS];
392
- uniform vec3 bloomTintColors[NUM_MIPS];
393
-
394
- float lerpBloomFactor(const in float factor) {
395
- float mirrorFactor = 1.2 - factor;
396
- return mix(factor, mirrorFactor, bloomRadius);
397
- }
398
-
399
- void main() {
400
- gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
401
- lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
402
- lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
403
- lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
404
- lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
405
- }`
406
- } );
407
-
408
- }
409
-
410
- }
411
-
412
- UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
413
- UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
414
-
415
- export { UnrealBloomPass };
1
+ import {
2
+ AdditiveBlending,
3
+ Color,
4
+ HalfFloatType,
5
+ MeshBasicMaterial,
6
+ ShaderMaterial,
7
+ UniformsUtils,
8
+ Vector2,
9
+ Vector3,
10
+ WebGLRenderTarget
11
+ } from 'three';
12
+ import { Pass, FullScreenQuad } from './Pass.js';
13
+ import { CopyShader } from '../shaders/CopyShader.js';
14
+ import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
15
+
16
+ /**
17
+ * UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
18
+ * mip map chain of bloom textures and blurs them with different radii. Because
19
+ * of the weighted combination of mips, and because larger blurs are done on
20
+ * higher mips, this effect provides good quality and performance.
21
+ *
22
+ * Reference:
23
+ * - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
24
+ */
25
+ class UnrealBloomPass extends Pass {
26
+
27
+ constructor( resolution, strength, radius, threshold ) {
28
+
29
+ super();
30
+
31
+ this.strength = ( strength !== undefined ) ? strength : 1;
32
+ this.radius = radius;
33
+ this.threshold = threshold;
34
+ this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
35
+
36
+ // create color only once here, reuse it later inside the render function
37
+ this.clearColor = new Color( 0, 0, 0 );
38
+
39
+ // render targets
40
+ this.renderTargetsHorizontal = [];
41
+ this.renderTargetsVertical = [];
42
+ this.nMips = 5;
43
+ let resx = Math.round( this.resolution.x / 2 );
44
+ let resy = Math.round( this.resolution.y / 2 );
45
+
46
+ this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
47
+ this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
48
+ this.renderTargetBright.texture.generateMipmaps = false;
49
+
50
+ for ( let i = 0; i < this.nMips; i ++ ) {
51
+
52
+ const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
53
+
54
+ renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
55
+ renderTargetHorizonal.texture.generateMipmaps = false;
56
+
57
+ this.renderTargetsHorizontal.push( renderTargetHorizonal );
58
+
59
+ const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
60
+
61
+ renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
62
+ renderTargetVertical.texture.generateMipmaps = false;
63
+
64
+ this.renderTargetsVertical.push( renderTargetVertical );
65
+
66
+ resx = Math.round( resx / 2 );
67
+
68
+ resy = Math.round( resy / 2 );
69
+
70
+ }
71
+
72
+ // luminosity high pass material
73
+
74
+ const highPassShader = LuminosityHighPassShader;
75
+ this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
76
+
77
+ this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
78
+ this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
79
+
80
+ this.materialHighPassFilter = new ShaderMaterial( {
81
+ uniforms: this.highPassUniforms,
82
+ vertexShader: highPassShader.vertexShader,
83
+ fragmentShader: highPassShader.fragmentShader
84
+ } );
85
+
86
+ // gaussian blur materials
87
+
88
+ this.separableBlurMaterials = [];
89
+ const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
90
+ resx = Math.round( this.resolution.x / 2 );
91
+ resy = Math.round( this.resolution.y / 2 );
92
+
93
+ for ( let i = 0; i < this.nMips; i ++ ) {
94
+
95
+ this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
96
+
97
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
98
+
99
+ resx = Math.round( resx / 2 );
100
+
101
+ resy = Math.round( resy / 2 );
102
+
103
+ }
104
+
105
+ // composite material
106
+
107
+ this.compositeMaterial = this.getCompositeMaterial( this.nMips );
108
+ this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
109
+ this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
110
+ this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
111
+ this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
112
+ this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
113
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
114
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
115
+
116
+ const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
117
+ this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
118
+ 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 ) ];
119
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
120
+
121
+ // blend material
122
+
123
+ const copyShader = CopyShader;
124
+
125
+ this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
126
+
127
+ this.blendMaterial = new ShaderMaterial( {
128
+ uniforms: this.copyUniforms,
129
+ vertexShader: copyShader.vertexShader,
130
+ fragmentShader: copyShader.fragmentShader,
131
+ blending: AdditiveBlending,
132
+ depthTest: false,
133
+ depthWrite: false,
134
+ transparent: true
135
+ } );
136
+
137
+ this.enabled = true;
138
+ this.needsSwap = false;
139
+
140
+ this._oldClearColor = new Color();
141
+ this.oldClearAlpha = 1;
142
+
143
+ this.basic = new MeshBasicMaterial();
144
+
145
+ this.fsQuad = new FullScreenQuad( null );
146
+
147
+ }
148
+
149
+ dispose() {
150
+
151
+ for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
152
+
153
+ this.renderTargetsHorizontal[ i ].dispose();
154
+
155
+ }
156
+
157
+ for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
158
+
159
+ this.renderTargetsVertical[ i ].dispose();
160
+
161
+ }
162
+
163
+ this.renderTargetBright.dispose();
164
+
165
+ //
166
+
167
+ for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
168
+
169
+ this.separableBlurMaterials[ i ].dispose();
170
+
171
+ }
172
+
173
+ this.compositeMaterial.dispose();
174
+ this.blendMaterial.dispose();
175
+ this.basic.dispose();
176
+
177
+ //
178
+
179
+ this.fsQuad.dispose();
180
+
181
+ }
182
+
183
+ setSize( width, height ) {
184
+
185
+ let resx = Math.round( width / 2 );
186
+ let resy = Math.round( height / 2 );
187
+
188
+ this.renderTargetBright.setSize( resx, resy );
189
+
190
+ for ( let i = 0; i < this.nMips; i ++ ) {
191
+
192
+ this.renderTargetsHorizontal[ i ].setSize( resx, resy );
193
+ this.renderTargetsVertical[ i ].setSize( resx, resy );
194
+
195
+ this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
196
+
197
+ resx = Math.round( resx / 2 );
198
+ resy = Math.round( resy / 2 );
199
+
200
+ }
201
+
202
+ }
203
+
204
+ render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
205
+
206
+ renderer.getClearColor( this._oldClearColor );
207
+ this.oldClearAlpha = renderer.getClearAlpha();
208
+ const oldAutoClear = renderer.autoClear;
209
+ renderer.autoClear = false;
210
+
211
+ renderer.setClearColor( this.clearColor, 0 );
212
+
213
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
214
+
215
+ // Render input to screen
216
+
217
+ if ( this.renderToScreen ) {
218
+
219
+ this.fsQuad.material = this.basic;
220
+ this.basic.map = readBuffer.texture;
221
+
222
+ renderer.setRenderTarget( null );
223
+ renderer.clear();
224
+ this.fsQuad.render( renderer );
225
+
226
+ }
227
+
228
+ // 1. Extract Bright Areas
229
+
230
+ this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
231
+ this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
232
+ this.fsQuad.material = this.materialHighPassFilter;
233
+
234
+ renderer.setRenderTarget( this.renderTargetBright );
235
+ renderer.clear();
236
+ this.fsQuad.render( renderer );
237
+
238
+ // 2. Blur All the mips progressively
239
+
240
+ let inputRenderTarget = this.renderTargetBright;
241
+
242
+ for ( let i = 0; i < this.nMips; i ++ ) {
243
+
244
+ this.fsQuad.material = this.separableBlurMaterials[ i ];
245
+
246
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
247
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
248
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
249
+ renderer.clear();
250
+ this.fsQuad.render( renderer );
251
+
252
+ this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
253
+ this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
254
+ renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
255
+ renderer.clear();
256
+ this.fsQuad.render( renderer );
257
+
258
+ inputRenderTarget = this.renderTargetsVertical[ i ];
259
+
260
+ }
261
+
262
+ // Composite All the mips
263
+
264
+ this.fsQuad.material = this.compositeMaterial;
265
+ this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
266
+ this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
267
+ this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
268
+
269
+ renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
270
+ renderer.clear();
271
+ this.fsQuad.render( renderer );
272
+
273
+ // Blend it additively over the input texture
274
+
275
+ this.fsQuad.material = this.blendMaterial;
276
+ this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
277
+
278
+ if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
279
+
280
+ if ( this.renderToScreen ) {
281
+
282
+ renderer.setRenderTarget( null );
283
+ this.fsQuad.render( renderer );
284
+
285
+ } else {
286
+
287
+ renderer.setRenderTarget( readBuffer );
288
+ this.fsQuad.render( renderer );
289
+
290
+ }
291
+
292
+ // Restore renderer settings
293
+
294
+ renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
295
+ renderer.autoClear = oldAutoClear;
296
+
297
+ }
298
+
299
+ getSeperableBlurMaterial( kernelRadius ) {
300
+
301
+ const coefficients = [];
302
+
303
+ for ( let i = 0; i < kernelRadius; i ++ ) {
304
+
305
+ coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
306
+
307
+ }
308
+
309
+ return new ShaderMaterial( {
310
+
311
+ defines: {
312
+ 'KERNEL_RADIUS': kernelRadius
313
+ },
314
+
315
+ uniforms: {
316
+ 'colorTexture': { value: null },
317
+ 'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
318
+ 'direction': { value: new Vector2( 0.5, 0.5 ) },
319
+ 'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
320
+ },
321
+
322
+ vertexShader:
323
+ `varying vec2 vUv;
324
+ void main() {
325
+ vUv = uv;
326
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
327
+ }`,
328
+
329
+ fragmentShader:
330
+ `#include <common>
331
+ varying vec2 vUv;
332
+ uniform sampler2D colorTexture;
333
+ uniform vec2 invSize;
334
+ uniform vec2 direction;
335
+ uniform float gaussianCoefficients[KERNEL_RADIUS];
336
+
337
+ void main() {
338
+ float weightSum = gaussianCoefficients[0];
339
+ vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
340
+ for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
341
+ float x = float(i);
342
+ float w = gaussianCoefficients[i];
343
+ vec2 uvOffset = direction * invSize * x;
344
+ vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
345
+ vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
346
+ diffuseSum += (sample1 + sample2) * w;
347
+ weightSum += 2.0 * w;
348
+ }
349
+ gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
350
+ }`
351
+ } );
352
+
353
+ }
354
+
355
+ getCompositeMaterial( nMips ) {
356
+
357
+ return new ShaderMaterial( {
358
+
359
+ defines: {
360
+ 'NUM_MIPS': nMips
361
+ },
362
+
363
+ uniforms: {
364
+ 'blurTexture1': { value: null },
365
+ 'blurTexture2': { value: null },
366
+ 'blurTexture3': { value: null },
367
+ 'blurTexture4': { value: null },
368
+ 'blurTexture5': { value: null },
369
+ 'bloomStrength': { value: 1.0 },
370
+ 'bloomFactors': { value: null },
371
+ 'bloomTintColors': { value: null },
372
+ 'bloomRadius': { value: 0.0 }
373
+ },
374
+
375
+ vertexShader:
376
+ `varying vec2 vUv;
377
+ void main() {
378
+ vUv = uv;
379
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
380
+ }`,
381
+
382
+ fragmentShader:
383
+ `varying vec2 vUv;
384
+ uniform sampler2D blurTexture1;
385
+ uniform sampler2D blurTexture2;
386
+ uniform sampler2D blurTexture3;
387
+ uniform sampler2D blurTexture4;
388
+ uniform sampler2D blurTexture5;
389
+ uniform float bloomStrength;
390
+ uniform float bloomRadius;
391
+ uniform float bloomFactors[NUM_MIPS];
392
+ uniform vec3 bloomTintColors[NUM_MIPS];
393
+
394
+ float lerpBloomFactor(const in float factor) {
395
+ float mirrorFactor = 1.2 - factor;
396
+ return mix(factor, mirrorFactor, bloomRadius);
397
+ }
398
+
399
+ void main() {
400
+ gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
401
+ lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
402
+ lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
403
+ lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
404
+ lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
405
+ }`
406
+ } );
407
+
408
+ }
409
+
410
+ }
411
+
412
+ UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
413
+ UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
414
+
415
+ export { UnrealBloomPass };