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[WebGL] Bloom Shader 본문

Programming/WebGL(ThreeJS)

[WebGL] Bloom Shader

cinema4dr12 2015. 8. 7. 23:30

이번 예제는 Bloom Shader 구현에 관한 것입니다.


또한 Shader Code는 Alfred Qualia에게 저작권이 있음을 알려 둡니다:

Visit Alfred Qualia's Web Page.

Download Project

14-04-shader-bloom.zip


Click here to view with full screen mode


Operations

Mouse Left Button Click & Drag: Camera Rotating

Mouse Wheel: Camera Zoom In & Out

Mouse Right Button Click & Drag: Camera Panning

main.js

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// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
 
// custom global variables
var cube, gui;
var shaderActive = "none";
 
// variables for shader
var composer, finalPass;
 
init();
animate();
 
// FUNCTIONS
function init()
{
    // SCENE
    scene = new THREE.Scene();
 
    // CAMERA
    var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
    var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
    camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
    scene.add(camera);
    camera.position.set(0,150,400);
    camera.lookAt(scene.position);
 
    // RENDERER
    if ( Detector.webgl )
        renderer = new THREE.WebGLRenderer( {antialias:true} );
    else
        renderer = new THREE.CanvasRenderer();
    renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
    container = document.getElementById'ThreeJS' );
    container.appendChild( renderer.domElement );
    renderer.shadowMapEnabled = true;
    renderer.shadowMapSoft = true;
 
    // EVENTS
    THREEx.WindowResize(renderer, camera);
    THREEx.FullScreen.bindKey({ charCode : 'f'.charCodeAt(0) });
 
    // CONTROLS
    controls = new THREE.OrbitControls( camera, renderer.domElement );
 
    // STATS
    stats = new Stats();
    stats.domElement.style.position = 'absolute';
    stats.domElement.style.bottom = '0px';
    stats.domElement.style.zIndex = 100;
    container.appendChild( stats.domElement );
 
    // LIGHT
    var light = new THREE.PointLight(0xffffff);
    light.position.set(0,250,0);
    scene.add(light);
 
    var dirLight = new THREE.DirectionalLight(0xffc051);
    dirLight.position.set(-250,500,-150);
    dirLight.shadowDarkness = 0.95;
    dirLight.intensity = 2;
    dirLight.castShadow = true// enable shadow casting ability for the light
    scene.add(dirLight);
 
    // FLOOR
    var floorTexture = new THREE.ImageUtils.loadTexture( 'img/Wood_floor.jpg' );
    floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; 
    floorTexture.repeat.set( 11 );
    var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
    var floorGeometry = new THREE.PlaneGeometry(100010001010);
    var floor = new THREE.Mesh(floorGeometry, floorMaterial);
    floor.position.y = -0.5;
    floor.rotation.x = Math.PI / 2;
    floor.receiveShadow = true;
    scene.add(floor);
    
    // SKYBOX/FOG
    var materialArray = [];
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/px.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/nx.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/py.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/ny.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/pz.jpg' ) }));
    materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'img/nz.jpg' ) }));
    for (var i = 0; i < 6; i++)
       materialArray[i].side = THREE.BackSide;
    var skyboxMaterial = new THREE.MeshFaceMaterial( materialArray );
    
    var skyboxGeom = new THREE.CubeGeometry( 500050005000111 );
    
    var skybox = new THREE.Mesh( skyboxGeom, skyboxMaterial );
    scene.add( skybox );
 
    
    ////////////
    // CUSTOM //
    ////////////
    var cubeGeometry = new THREE.CubeGeometry( 505050 );
    var cubeTexture = new THREE.ImageUtils.loadTexture( 'img/0.png' );
    var cubeMaterial = new THREE.MeshBasicMaterial( { map: cubeTexture } );
    var cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
    cube.position.set(-50,25,0);
    cube.castShadow = true;
    scene.add(cube);
 
    var cubeGeometry1 = new THREE.CubeGeometry( 505050 );
    var cubeTexture1 = new THREE.ImageUtils.loadTexture( 'img/4.png' );
    var cubeMaterial1 = new THREE.MeshBasicMaterial( { map: cubeTexture1 } );
    var cube1 = new THREE.Mesh( cubeGeometry1, cubeMaterial1 );
    cube1.position.set(-150,25,0);
    cube1.castShadow = true;
    scene.add(cube1);
 
    var cubeGeometry2 = new THREE.CubeGeometry( 505050 );
    var cubeTexture2 = new THREE.ImageUtils.loadTexture( 'img/9.png' );
    var cubeMaterial2 = new THREE.MeshBasicMaterial( { map: cubeTexture2 } );
    var cube2 = new THREE.Mesh( cubeGeometry2, cubeMaterial2 );
    cube2.position.set(150,25,0);
    cube2.castShadow = true;
    scene.add(cube2);
    
    var sphereGeometry = new THREE.SphereGeometry( 503216 ); 
    var sphereTexture = new THREE.ImageUtils.loadTexture( 'img/8.png' );
    var sphereMaterial = new THREE.MeshBasicMaterial( { map: sphereTexture } );
    var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
    sphere.position.set(5050-50);
    sphere.castShadow = true;
    scene.add(sphere);
 
    
    /////////////////////
    // POST-PROCESSING //
    /////////////////////
    
    // GUI setup
    
    gui = new dat.GUI();
    
    parameters =
    {
        sepiaAmount: 0.9,
        vignetteOffset: 1.5, vignetteDarkness: 1.6,
        dotscreenAngle: 0.5, dotscreenScale: 0.8,
        bloomStrength: 1.3, bloomFactor: 1.0,
        horizBlur: 1.25, vertiBlur: 1.25,
        useShaderNone:      function() { setupShaderNone();      },
        useShaderBloom:     function() { setupShaderBloom();     }
    };
    
    gui.add( parameters, 'useShaderNone' ).name("Display Original Scene");
    
    var folderBloom = gui.addFolder('Bloom');
    var bloomStrengthGUI = folderBloom.add( parameters, 'bloomStrength' ).min(0).max(3).step(0.01).name("Strength").listen();
    bloomStrengthGUI.onChange(
        function(value)
        {   setupShaderBloom();   }
    );
    var bloomFactorGUI = folderBloom.add( parameters, 'bloomFactor' ).min(0.1).max(2.0).step(0.01).name("Factor").listen();
    bloomFactorGUI.onChange(
        function(value)
        {   setupShaderBloom();   }
    );
    folderBloom.add( parameters, 'useShaderBloom' ).name("Use Bloom Shader");
    folderBloom.open();
    
    setupShaderNone();
}
 
function setupShaderNone()
{
    shaderActive = "none";
}
 
function setupShaderBloom()
{
    composer = new THREE.EffectComposer( renderer );
    composer.addPass( new THREE.RenderPass( scene, camera ) );
    
    // https://github.com/mrdoob/three.js/issues/1065
    // this method changes default kernel/sigma values by the same factor
    var effectBloom = new THREE.BloomPass( parameters.bloomStrength, parameters.bloomFactor * 25, parameters.bloomFactor * 4.0 );
    composer.addPass( effectBloom );
    
    var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
    effectCopy.renderToScreen = true;
    composer.addPass( effectCopy );
    shaderActive = "bloom";
}
 
function animate()
{
    requestAnimationFrame( animate );
    render();
    update();
}
 
function update()
{
    if ( keyboard.pressed("z") ) 
    { 
        // do something
    }
    
    controls.update();
    stats.update();
}
 
function render()
{
    if ( shaderActive == "none" )
        renderer.render( scene, camera );
    else
        composer.render();
}
cs

BloomPass.js

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/**
 * @author alteredq / http://alteredqualia.com/
 */
 
THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
 
    strength = ( strength !== undefined ) ? strength : 1;
    kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
    sigma = ( sigma !== undefined ) ? sigma : 4.0;
    resolution = ( resolution !== undefined ) ? resolution : 256;
 
    // render targets
 
    var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
 
    this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
    this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
 
    // copy material
 
    if ( THREE.CopyShader === undefined )
        console.error( "THREE.BloomPass relies on THREE.CopyShader" );
 
    var copyShader = THREE.CopyShader;
 
    this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
 
    this.copyUniforms[ "opacity" ].value = strength;
 
    this.materialCopy = new THREE.ShaderMaterial( {
 
        uniforms: this.copyUniforms,
        vertexShader: copyShader.vertexShader,
        fragmentShader: copyShader.fragmentShader,
        blending: THREE.AdditiveBlending,
        transparent: true
 
    } );
 
    // convolution material
 
    if ( THREE.ConvolutionShader === undefined )
        console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" );
 
    var convolutionShader = THREE.ConvolutionShader;
 
    this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
 
    this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurx;
    this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );
 
    this.materialConvolution = new THREE.ShaderMaterial( {
 
        uniforms: this.convolutionUniforms,
        vertexShader:  convolutionShader.vertexShader,
        fragmentShader: convolutionShader.fragmentShader,
        defines: {
            "KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
            "KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
        }
 
    } );
 
    this.enabled = true;
    this.needsSwap = false;
    this.clear = false;
 
};
 
THREE.BloomPass.prototype = {
 
    render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
 
        if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
 
        // Render quad with blured scene into texture (convolution pass 1)
 
        THREE.EffectComposer.quad.material = this.materialConvolution;
 
        this.convolutionUniforms[ "tDiffuse" ].value = readBuffer;
        this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
 
        renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetX, true );
 
 
        // Render quad with blured scene into texture (convolution pass 2)
 
        this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX;
        this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
 
        renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, this.renderTargetY, true );
 
        // Render original scene with superimposed blur to texture
 
        THREE.EffectComposer.quad.material = this.materialCopy;
 
        this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY;
 
        if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
 
        renderer.render( THREE.EffectComposer.scene, THREE.EffectComposer.camera, readBuffer, this.clear );
 
    }
 
};
 
THREE.BloomPass.blurX = new THREE.Vector2( 0.0019531250.0 );
THREE.BloomPass.blurY = new THREE.Vector2( 0.00.001953125 );
cs


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