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three.js
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5322adc7
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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5322adc7
编写于
8月 30, 2017
作者:
T
Tentone
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Unreal bloom render to screen
上级
08ae2850
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
29 addition
and
2 deletion
+29
-2
examples/js/postprocessing/UnrealBloomPass.js
examples/js/postprocessing/UnrealBloomPass.js
+29
-2
未找到文件。
examples/js/postprocessing/UnrealBloomPass.js
浏览文件 @
5322adc7
...
...
@@ -131,6 +131,8 @@ THREE.UnrealBloomPass = function ( resolution, strength, radius, threshold ) {
this
.
camera
=
new
THREE
.
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
this
.
scene
=
new
THREE
.
Scene
();
this
.
basic
=
new
THREE
.
MeshBasicMaterial
();
this
.
quad
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneBufferGeometry
(
2
,
2
),
null
);
this
.
quad
.
frustumCulled
=
false
;
// Avoid getting clipped
this
.
scene
.
add
(
this
.
quad
);
...
...
@@ -191,11 +193,24 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
if
(
maskActive
)
renderer
.
context
.
disable
(
renderer
.
context
.
STENCIL_TEST
);
// Render input to screen
if
(
this
.
renderToScreen
)
{
this
.
quad
.
material
=
this
.
basic
;
this
.
basic
.
map
=
readBuffer
.
texture
;
renderer
.
render
(
this
.
scene
,
this
.
camera
,
undefined
,
true
);
}
// 1. Extract Bright Areas
this
.
highPassUniforms
[
"
tDiffuse
"
].
value
=
readBuffer
.
texture
;
this
.
highPassUniforms
[
"
luminosityThreshold
"
].
value
=
this
.
threshold
;
this
.
quad
.
material
=
this
.
materialHighPassFilter
;
this
.
quad
.
material
=
this
.
materialHighPassFilter
;
renderer
.
render
(
this
.
scene
,
this
.
camera
,
this
.
renderTargetBright
,
true
);
// 2. Blur All the mips progressively
...
...
@@ -228,6 +243,7 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
this
.
compositeMaterial
.
uniforms
[
"
bloomStrength
"
].
value
=
this
.
strength
;
this
.
compositeMaterial
.
uniforms
[
"
bloomRadius
"
].
value
=
this
.
radius
;
this
.
compositeMaterial
.
uniforms
[
"
bloomTintColors
"
].
value
=
this
.
bloomTintColors
;
renderer
.
render
(
this
.
scene
,
this
.
camera
,
this
.
renderTargetsHorizontal
[
0
],
true
);
// Blend it additively over the input texture
...
...
@@ -237,7 +253,18 @@ THREE.UnrealBloomPass.prototype = Object.assign( Object.create( THREE.Pass.proto
if
(
maskActive
)
renderer
.
context
.
enable
(
renderer
.
context
.
STENCIL_TEST
);
renderer
.
render
(
this
.
scene
,
this
.
camera
,
readBuffer
,
false
);
if
(
this
.
renderToScreen
)
{
renderer
.
render
(
this
.
scene
,
this
.
camera
,
undefined
,
false
);
}
else
{
renderer
.
render
(
this
.
scene
,
this
.
camera
,
readBuffer
,
false
);
}
// Restore renderer settings
renderer
.
setClearColor
(
this
.
oldClearColor
,
this
.
oldClearAlpha
);
renderer
.
autoClear
=
oldAutoClear
;
...
...
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