@omerrgocmen/crewctl 1.1.1 → 1.3.0
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.
- package/README.md +193 -193
- package/orchestrator/README.md +473 -462
- package/orchestrator/config.default.json +79 -71
- package/orchestrator/roles/executor.md +57 -57
- package/orchestrator/roles/operator.md +77 -77
- package/orchestrator/roles/planner.md +58 -58
- package/orchestrator/roles/reviewer.md +63 -63
- package/orchestrator/skills/acceptance-criteria.md +18 -18
- package/orchestrator/skills/accessibility-audit.md +16 -16
- package/orchestrator/skills/accessible-forms.md +16 -16
- package/orchestrator/skills/api-design.md +27 -27
- package/orchestrator/skills/api-documentation.md +16 -16
- package/orchestrator/skills/architecture-decision-record.md +18 -18
- package/orchestrator/skills/authentication-design.md +16 -16
- package/orchestrator/skills/authorization-review.md +16 -16
- package/orchestrator/skills/backward-compatibility.md +17 -17
- package/orchestrator/skills/changelog-writing.md +16 -16
- package/orchestrator/skills/ci-pipeline-design.md +16 -16
- package/orchestrator/skills/cli-design.md +16 -16
- package/orchestrator/skills/code-review.md +27 -27
- package/orchestrator/skills/configuration-management.md +16 -16
- package/orchestrator/skills/container-review.md +16 -16
- package/orchestrator/skills/contract-testing.md +16 -16
- package/orchestrator/skills/dashboard-design.md +16 -16
- package/orchestrator/skills/database-migration.md +16 -16
- package/orchestrator/skills/database-schema-design.md +16 -16
- package/orchestrator/skills/debugging.md +26 -26
- package/orchestrator/skills/dependency-review.md +16 -16
- package/orchestrator/skills/design-review.md +29 -29
- package/orchestrator/skills/design-system.md +16 -16
- package/orchestrator/skills/docs-api-reference.md +16 -16
- package/orchestrator/skills/docs-troubleshooting.md +16 -16
- package/orchestrator/skills/docs-tutorial.md +16 -16
- package/orchestrator/skills/docs-writing.md +25 -25
- package/orchestrator/skills/empty-error-loading-states.md +16 -16
- package/orchestrator/skills/end-to-end-testing.md +16 -16
- package/orchestrator/skills/error-handling.md +16 -16
- package/orchestrator/skills/frontend-design.md +28 -28
- package/orchestrator/skills/git-commit-writing.md +16 -16
- package/orchestrator/skills/graphql-design.md +16 -16
- package/orchestrator/skills/incident-runbook.md +18 -18
- package/orchestrator/skills/input-validation.md +16 -16
- package/orchestrator/skills/integration-testing.md +16 -16
- package/orchestrator/skills/interaction-design.md +16 -16
- package/orchestrator/skills/landing-page-design.md +16 -16
- package/orchestrator/skills/observability-design.md +16 -16
- package/orchestrator/skills/openapi-contract.md +16 -16
- package/orchestrator/skills/performance-profiling.md +16 -16
- package/orchestrator/skills/privacy-review.md +16 -16
- package/orchestrator/skills/property-based-testing.md +16 -16
- package/orchestrator/skills/pull-request-writing.md +16 -16
- package/orchestrator/skills/refactoring.md +16 -16
- package/orchestrator/skills/release-readiness.md +16 -16
- package/orchestrator/skills/responsive-design.md +16 -16
- package/orchestrator/skills/secrets-management.md +16 -16
- package/orchestrator/skills/secure-file-upload.md +16 -16
- package/orchestrator/skills/security-review.md +26 -26
- package/orchestrator/skills/semantic-versioning.md +17 -17
- package/orchestrator/skills/seo-on-page.md +16 -16
- package/orchestrator/skills/seo-structured-data.md +16 -16
- package/orchestrator/skills/seo-technical-audit.md +16 -16
- package/orchestrator/skills/sql-query-review.md +16 -16
- package/orchestrator/skills/supply-chain-security.md +16 -16
- package/orchestrator/skills/test-strategy.md +16 -16
- package/orchestrator/skills/threat-modeling.md +16 -16
- package/orchestrator/skills/unit-testing.md +16 -16
- package/orchestrator/skills/write-tests.md +28 -28
- package/orchestrator/src/cli-registry.js +740 -682
- package/orchestrator/src/cli.js +140 -135
- package/orchestrator/src/doctor.js +64 -64
- package/orchestrator/src/engine.js +1735 -1630
- package/orchestrator/src/schedule.js +126 -126
- package/orchestrator/src/server.js +818 -795
- package/orchestrator/src/skill-registry.js +272 -272
- package/orchestrator/src/store.js +470 -426
- package/orchestrator/web/OrbitControls.js +1417 -1417
- package/orchestrator/web/board.html +146 -146
- package/orchestrator/web/code.html +213 -213
- package/orchestrator/web/flow.html +741 -741
- package/orchestrator/web/index.html +602 -602
- package/orchestrator/web/jsm/postprocessing/EffectComposer.js +231 -231
- package/orchestrator/web/jsm/postprocessing/MaskPass.js +104 -104
- package/orchestrator/web/jsm/postprocessing/Pass.js +95 -95
- package/orchestrator/web/jsm/postprocessing/RenderPass.js +99 -99
- package/orchestrator/web/jsm/postprocessing/ShaderPass.js +77 -77
- package/orchestrator/web/jsm/postprocessing/UnrealBloomPass.js +415 -415
- package/orchestrator/web/jsm/shaders/CopyShader.js +45 -45
- package/orchestrator/web/jsm/shaders/LuminosityHighPassShader.js +66 -66
- package/orchestrator/web/site.webmanifest +12 -12
- package/orchestrator/web/three.module.min.js +6 -6
- package/package.json +51 -51
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import {
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AdditiveBlending,
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Color,
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HalfFloatType,
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MeshBasicMaterial,
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ShaderMaterial,
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UniformsUtils,
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Vector2,
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Vector3,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { CopyShader } from '../shaders/CopyShader.js';
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import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
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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
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* 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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constructor( resolution, strength, radius, threshold ) {
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super();
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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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// 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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// 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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this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
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this.renderTargetBright.texture.generateMipmaps = false;
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for ( let i = 0; i < this.nMips; i ++ ) {
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const renderTargetHorizonal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i;
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renderTargetHorizonal.texture.generateMipmaps = false;
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this.renderTargetsHorizontal.push( renderTargetHorizonal );
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const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
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renderTargetVertical.texture.generateMipmaps = false;
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this.renderTargetsVertical.push( renderTargetVertical );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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}
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// luminosity high pass material
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const highPassShader = LuminosityHighPassShader;
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this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
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this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
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this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
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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
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} );
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// gaussian blur materials
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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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for ( let i = 0; i < this.nMips; i ++ ) {
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this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
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this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
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resx = Math.round( resx / 2 );
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resy = Math.round( resy / 2 );
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}
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// composite material
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this.compositeMaterial = this.getCompositeMaterial( this.nMips );
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this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
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this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
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this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
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this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
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const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
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this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
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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 ) ];
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this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
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// blend material
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const copyShader = CopyShader;
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this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
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this.blendMaterial = new ShaderMaterial( {
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uniforms: this.copyUniforms,
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vertexShader: copyShader.vertexShader,
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fragmentShader: copyShader.fragmentShader,
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blending: AdditiveBlending,
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this.enabled = true;
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this.needsSwap = false;
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this._oldClearColor = new Color();
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this.oldClearAlpha = 1;
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this.basic = new MeshBasicMaterial();
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this.fsQuad = new FullScreenQuad( null );
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}
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dispose() {
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this.renderTargetsHorizontal[ i ].dispose();
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}
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this.renderTargetsVertical[ i ].dispose();
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}
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this.renderTargetBright.dispose();
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//
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this.separableBlurMaterials[ i ].dispose();
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}
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this.compositeMaterial.dispose();
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this.blendMaterial.dispose();
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this.basic.dispose();
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//
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this.fsQuad.dispose();
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}
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setSize( width, height ) {
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let resy = Math.round( height / 2 );
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this.renderTargetBright.setSize( resx, resy );
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this.renderTargetsHorizontal[ i ].setSize( resx, resy );
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this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
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}
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}
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render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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renderer.getClearColor( this._oldClearColor );
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renderer.setClearColor( this.clearColor, 0 );
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if ( this.renderToScreen ) {
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this.basic.map = readBuffer.texture;
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renderer.setRenderTarget( null );
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renderer.clear();
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this.fsQuad.render( renderer );
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}
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this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
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renderer.setRenderTarget( this.renderTargetBright );
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renderer.clear();
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this.fsQuad.render( renderer );
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// 2. Blur All the mips progressively
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let inputRenderTarget = this.renderTargetBright;
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this.fsQuad.material = this.separableBlurMaterials[ i ];
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this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
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this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
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renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
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renderer.clear();
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this.fsQuad.render( renderer );
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this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
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this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
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renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
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renderer.clear();
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this.fsQuad.render( renderer );
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inputRenderTarget = this.renderTargetsVertical[ i ];
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}
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// Composite All the mips
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this.fsQuad.material = this.compositeMaterial;
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this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
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this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
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this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
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renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
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renderer.clear();
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this.fsQuad.render( renderer );
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// Blend it additively over the input texture
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this.fsQuad.material = this.blendMaterial;
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this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
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if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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|
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( readBuffer );
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this.fsQuad.render( renderer );
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289
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}
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// Restore renderer settings
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-
renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
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|
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renderer.autoClear = oldAutoClear;
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|
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|
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}
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|
-
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getSeperableBlurMaterial( kernelRadius ) {
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|
-
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const coefficients = [];
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|
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for ( let i = 0; i < kernelRadius; i ++ ) {
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-
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-
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
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306
|
-
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}
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return new ShaderMaterial( {
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|
-
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defines: {
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312
|
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'KERNEL_RADIUS': kernelRadius
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|
-
},
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314
|
-
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315
|
-
uniforms: {
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316
|
-
'colorTexture': { value: null },
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317
|
-
'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
|
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318
|
-
'direction': { value: new Vector2( 0.5, 0.5 ) },
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319
|
-
'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
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320
|
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},
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321
|
-
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|
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vertexShader:
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323
|
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`varying vec2 vUv;
|
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324
|
-
void main() {
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325
|
-
vUv = uv;
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326
|
-
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
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327
|
-
}`,
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328
|
-
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|
-
fragmentShader:
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330
|
-
`#include <common>
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331
|
-
varying vec2 vUv;
|
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332
|
-
uniform sampler2D colorTexture;
|
|
333
|
-
uniform vec2 invSize;
|
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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 };
|