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Latest threejs, bloom option, hide light helper option
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sam
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Jan 17, 2015
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/* | ||
The MIT License | ||
Copyright (c) 2010-2013 three.js authors | ||
Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. | ||
*/ | ||
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/// <reference path="./tests/math/test_unit_math.ts" /> | ||
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// webGL renderer test. | ||
/// <reference path="./tests/webgl/webgl_animation_cloth.ts" /> | ||
/// <reference path="./tests/webgl/webgl_animation_skinning_morph.ts" /> | ||
/// <reference path="./tests/webgl/webgl_buffergeometry.ts" /> | ||
/// <reference path="./tests/webgl/webgl_camera.ts" /> | ||
/// <reference path="./tests/webgl/webgl_custom_attributes.ts" /> | ||
/// <reference path="./tests/webgl/webgl_geometries.ts" /> | ||
/// <reference path="./tests/webgl/webgl_helpers.ts" /> | ||
/// <reference path="./tests/webgl/webgl_interactive_cubes.ts" /> | ||
/// <reference path="./tests/webgl/webgl_interactive_raycasting_pointcloud.ts" /> | ||
/// <reference path="./tests/webgl/webgl_lensflares.ts" /> | ||
/// <reference path="./tests/webgl/webgl_lights_heimsphere.ts" /> | ||
/// <reference path="./tests/webgl/webgl_lines_colors.ts" /> | ||
/// <reference path="./tests/webgl/webgl_loader_awd.ts" /> | ||
/// <reference path="./tests/webgl/webgl_materials.ts" /> | ||
/// <reference path="./tests/webgl/webgl_morphtargets.ts" /> | ||
/// <reference path="./tests/webgl/webgl_particles_billboards.ts" /> | ||
/// <reference path="./tests/webgl/webgl_postprocessing.ts" /> | ||
/// <reference path="./tests/webgl/webgl_shader.ts" /> | ||
/// <reference path="./tests/webgl/webgl_sprites.ts" /> | ||
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// css3d renderer test. | ||
/// <reference path="./tests/css3d/css3d_periodictable.ts" /> | ||
/// <reference path="./tests/css3d/css3d_sprites.ts" /> | ||
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// canvas renderer test. | ||
/// <reference path="./tests/canvas/canvas_camera_orthographic.ts" /> | ||
/// <reference path="./tests/canvas/canvas_geometry_cube.ts" /> | ||
/// <reference path="./tests/canvas/canvas_interactive_cubes_tween.ts" /> | ||
/// <reference path="./tests/canvas/canvas_lights_pointlights.ts" /> | ||
/// <reference path="./tests/canvas/canvas_materials.ts" /> | ||
/// <reference path="./tests/canvas/canvas_particles_floor.ts" /> | ||
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// examples test. | ||
/// <reference path="./tests/examples/detector.ts" /> |
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/** | ||
* @author alteredq / http://alteredqualia.com/ | ||
*/ | ||
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THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) { | ||
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strength = ( strength !== undefined ) ? strength : 1; | ||
kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25; | ||
sigma = ( sigma !== undefined ) ? sigma : 4.0; | ||
resolution = ( resolution !== undefined ) ? resolution : 256; | ||
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// render targets | ||
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var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat }; | ||
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this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars ); | ||
this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars ); | ||
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// copy material | ||
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if ( THREE.CopyShader === undefined ) | ||
console.error( "THREE.BloomPass relies on THREE.CopyShader" ); | ||
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var copyShader = THREE.CopyShader; | ||
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this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms ); | ||
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this.copyUniforms[ "opacity" ].value = strength; | ||
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this.materialCopy = new THREE.ShaderMaterial( { | ||
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uniforms: this.copyUniforms, | ||
vertexShader: copyShader.vertexShader, | ||
fragmentShader: copyShader.fragmentShader, | ||
blending: THREE.AdditiveBlending, | ||
transparent: true | ||
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} ); | ||
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// convolution material | ||
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if ( THREE.ConvolutionShader === undefined ) | ||
console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" ); | ||
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var convolutionShader = THREE.ConvolutionShader; | ||
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this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms ); | ||
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this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX; | ||
this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma ); | ||
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this.materialConvolution = new THREE.ShaderMaterial( { | ||
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uniforms: this.convolutionUniforms, | ||
vertexShader: convolutionShader.vertexShader, | ||
fragmentShader: convolutionShader.fragmentShader, | ||
defines: { | ||
"KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ), | ||
"KERNEL_SIZE_INT": kernelSize.toFixed( 0 ) | ||
} | ||
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} ); | ||
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this.enabled = true; | ||
this.needsSwap = false; | ||
this.clear = false; | ||
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this.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 ); | ||
this.scene = new THREE.Scene(); | ||
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this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null ); | ||
this.scene.add( this.quad ); | ||
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}; | ||
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THREE.BloomPass.prototype = { | ||
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render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { | ||
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if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST ); | ||
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// Render quad with blured scene into texture (convolution pass 1) | ||
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this.quad.material = this.materialConvolution; | ||
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this.convolutionUniforms[ "tDiffuse" ].value = readBuffer; | ||
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX; | ||
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renderer.render( this.scene, this.camera, this.renderTargetX, true ); | ||
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// Render quad with blured scene into texture (convolution pass 2) | ||
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this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX; | ||
this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY; | ||
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renderer.render( this.scene, this.camera, this.renderTargetY, true ); | ||
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// Render original scene with superimposed blur to texture | ||
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this.quad.material = this.materialCopy; | ||
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this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY; | ||
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if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST ); | ||
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renderer.render( this.scene, this.camera, readBuffer, this.clear ); | ||
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} | ||
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}; | ||
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THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 ); | ||
THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 ); |
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