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* feat(highway_3d): hit-feedback juice — cinematic lighting, strike line, sparks, intensity dial Charrette wave 1 (additive, default-tasteful, all behind settings): - #8 Hit-feedback settings: hitFx (0..1), cinematic, verdictMarks, timingFx, streakFx in BG_DEFAULTS + h3dBgSet* setters + settings.html (intensity slider + cinematic toggle). hitFx=0 → colour verdict only. - #2 Cinematic lighting: ambient 0.85→0.35 + stronger key light when cinematic on, so emissive gems have a dark surround to pop against. Live-toggleable. - #1 Strike line: a glowing bar at the hit line (Z=0) that flashes green on a verified hit / red on a miss, eased from the per-frame verdict alpha. - #3 Hit sparks: a pooled additive Points burst at the gem on a verified hit (deduped one burst per note), scaled by hitFx; disposed on teardown. Staged for wave 2 (after dogfooding): bloom+ACES (#4), colorblind verdict glyphs (#6), early/late timing tint (#5), streak heat + clean-bar (#7), gem scale-punch. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): wave 2 — gem scale-punch, streak heat, colorblind verdict marks - #3 (completion) gem scale-punch: the hit gem briefly grows (1 + 0.22·hitFx·alpha), biggest at the strike and easing with the verdict — the per-gem impulse. - #7 streak heat: a renderer-side consecutive-hit counter eases a 0..1 "heat" (plateau at 16) that grows the spark burst + warms the strike-line idle glow; a miss eases it back down. Behind the Streak-feedback toggle. - #6 colorblind verdict marks: a redundant ✓ (hit) / ✗ (miss) glyph on the verdict via the existing 2D label overlay, so the green/red pair isn't the only signal — notably also covers the provider path (where the timing labels don't show). - settings.html: Streak-feedback + Accessible-marks toggles. Deferred: #4 bloom+ACES (needs the Three.js postprocessing addons vendored into core static/vendor/three/ — not present; warrants its own infra change), and #5's timing tint (the early/late ±ms labels already render on the event path; surfacing them on the provider path needs a notedetect verdict field — a cross-plugin item). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): #4 bloom + ACES — vendored Three.js postprocessing, perf-gated The single biggest fidelity lever from the charrette. Core had only three.module.min.js (no postprocessing addons), so this vendors the r170 EffectComposer/RenderPass/UnrealBloomPass/OutputPass + their shader deps into static/vendor/three/addons/, with every `from 'three'` rewritten to the SAME vendored three (../../three.module.min.js) so the addons share the plugin's three instance (a CDN copy would be a second, non-interoperable module). highway_3d wiring: - Lazy-loads the addons only when the new `bloom` setting is on (dynamic import), builds EffectComposer(RenderPass → UnrealBloomPass(strength .65/radius .5/ threshold .82 — high so only emissive gems + the hit flash bloom) → OutputPass). - Render loop uses composer.render() with ACES tone-mapping when bloom is active, else the unchanged direct ren.render() with NoToneMapping (bloom-off = today's look). - Perf-gated: OFF in splitscreen; graceful fallback to direct render if the modules or composer fail; composer.setSize on canvas resize; disposed on teardown. - settings.html: "Glow bloom" toggle (default on). Verified the import chain resolves + renders via a same-origin module-load test (EffectComposer built + a bloom frame rendered, three r170). Charrette status: 7/8 (only #5's early/late timing tint remains — a notedetect verdict-field change, outside the highway). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): #5 early/late timing — colour the hit feedback by timing Surfaces the detector's timing on every hit (the charrette's last item), fully highway-side: notedetect already dispatches the judgment (timingState/timingError) on notedetect:hit/miss, so we carry timingState onto the event mark and tint the hit's spark burst + the ✓ verdict glyph by it — on-time green, early cyan, late amber. Gracefully falls back to green when no timing is known (pure-provider path), so it never invents data. Behind the new "Timing feedback" toggle (default on). Charrette: 8/8 complete. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): add a "Hit sparks" on/off toggle (note-hit particles) The on-hit spark burst (the particle effect that fires the instant note_detect confirms a hit) could previously only be removed by dragging Hit-feedback intensity to 0 — which also kills the strike-line flash and the scale-punch. Add a dedicated "Hit sparks" toggle (default on) under 3D Highway settings, in the hit-feedback group beside the intensity slider, that gates ONLY the spark particles; the strike flash and colour verdict are unaffected. Wired the same way as the sibling juice toggles: a `sparks` boolean in BG_DEFAULTS, in _BG_BOOL_KEYS, a window.h3dBgSetSparks setter, the per-instance _sparks state + settings re-read, and a guard on the _sparkBurst spawn. Reuses existing Tailwind utility classes, so assets/plugin.css is unchanged; plugin.json version bumped to 3.28.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(highway_3d): act on tester charrette — strike line, fog readability, AA Addresses the alpha-tester 3D-highway feedback thread via the design panel's recommendations: - Strike line (panel rec 1a): now a HIT-ONLY faint "now" line — flashes green on a confirmed hit, no red miss branch (misses already show at the gem: red wash + ✗). Moved off the bottom edge to the vertical CENTRE of the string field, which was the "incorrectly placed" complaint (it read as the board's lower border and fused with open-string gems on a miss). Added a "Strike line" on/off toggle (`strikeLine`, default on). - Horizon readability (#2): the note gems + their outlines are now fog-exempt (`material.fog = false` on mStr/mGlow/mStrHitOutline/mHitBright/mWhiteOutline/ mMissOutline), so upcoming notes punch through the distance fog and stay legible as they render in — the board, lane, sustains and scenery keep their atmospheric fog, so depth is preserved. - Cinematic lighting softened: cinematic ambient 0.35 -> 0.45 so the dark stage doesn't crush note/fret legibility. - Anti-aliasing under bloom (perf rec): give the bloom EffectComposer a multisampled (WebGL2 MSAA x4) HalfFloat render target. The default target had no `samples`, so bloom-on bypassed MSAA — the "too HD / jagged on Windows, fine on Mac" report (Mac only won via Retina supersampling). This is the highest-value, smallest fix for the jaggies. plugin.json -> 3.29.0. The renderScale quality-oscillation is core (static/highway.js) and will be a separate feedBack PR. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(highway_3d): remove the strike line; sparks-only hit feedback, subtler Second tester-charrette pass. The strike line (even hit-only/centred from the last pass) was still too distracting/confusing on a hit, so it's removed entirely — strings + fret markers already orient the player, and the hit is fully carried at the gem (bright outline + scale-punch + spark burst) with the timing-coloured ✓/✗ verdict as the knowledge-of-results channel. - Deleted the strike-line mesh, its per-frame update, the `strikeLine` setting (BG_DEFAULTS / _BG_BOOL_KEYS / setter / settings-load), the settings.html toggle, and the now-dead `_strikeLine`/`_ndHitFlash`/`_ndMissFlash` state + their verdict-block feeds. - Made the spark burst subtler now that it's the sole celebration: point size 1.7→1.0·K, opacity 0.95→0.8, burst count (7+13·hitFx)→(4+7·hitFx), radial speed (7+r·20)→(5+r·12)·K, life (0.40+r·0.28)→(0.30+r·0.16)s. - Toggles for Hit sparks and the ✓/✗ verdict marks already exist in settings (kept). Minimal hit-feedback set now: gem bright + subtle spark (celebration) + timing-coloured ✓/✗ (the KR) + ambient streak heat. plugin.json -> 3.30.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * fix(highway_3d): hydrate hit-feedback settings controls from saved state The 7 new juice controls (Hit sparks, Cinematic, Streak, Verdict marks, Bloom, Timing, Hit-feedback intensity) were hard-coded to their default markup and never read back from localStorage when the settings panel reopened — so a saved non-default (e.g. Hit sparks off) showed as the default (checked) even though the renderer correctly honored it. The sibling controls in the same panel were already hydrated; this restores that pattern for the new ones. Reads h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on, hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' coercion. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com>
416 lines
12 KiB
JavaScript
416 lines
12 KiB
JavaScript
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.module.min.js';
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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 renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
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renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
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renderTargetHorizontal.texture.generateMipmaps = false;
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this.renderTargetsHorizontal.push( renderTargetHorizontal );
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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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for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
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this.renderTargetsHorizontal[ i ].dispose();
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}
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for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
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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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for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
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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 resx = Math.round( width / 2 );
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let resy = Math.round( height / 2 );
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this.renderTargetBright.setSize( resx, resy );
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for ( let i = 0; i < this.nMips; i ++ ) {
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this.renderTargetsHorizontal[ i ].setSize( resx, resy );
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this.renderTargetsVertical[ i ].setSize( resx, resy );
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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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}
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render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
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renderer.getClearColor( this._oldClearColor );
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this.oldClearAlpha = renderer.getClearAlpha();
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.setClearColor( this.clearColor, 0 );
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if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
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// Render input to screen
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if ( this.renderToScreen ) {
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this.fsQuad.material = this.basic;
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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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// 1. Extract Bright Areas
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this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
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this.fsQuad.material = this.materialHighPassFilter;
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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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for ( let i = 0; i < this.nMips; i ++ ) {
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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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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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}
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// Restore renderer settings
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renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
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renderer.autoClear = oldAutoClear;
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}
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getSeperableBlurMaterial( kernelRadius ) {
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const coefficients = [];
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for ( let i = 0; i < kernelRadius; i ++ ) {
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coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
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}
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return new ShaderMaterial( {
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defines: {
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'KERNEL_RADIUS': kernelRadius
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},
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uniforms: {
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'colorTexture': { value: null },
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'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
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'direction': { value: new Vector2( 0.5, 0.5 ) },
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'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
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},
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vertexShader:
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`varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader:
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`#include <common>
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varying vec2 vUv;
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uniform sampler2D colorTexture;
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uniform vec2 invSize;
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uniform vec2 direction;
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uniform float gaussianCoefficients[KERNEL_RADIUS];
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void main() {
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float weightSum = gaussianCoefficients[0];
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vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
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for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
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float x = float(i);
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float w = gaussianCoefficients[i];
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vec2 uvOffset = direction * invSize * x;
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vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
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vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
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diffuseSum += (sample1 + sample2) * w;
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weightSum += 2.0 * w;
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}
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gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
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|
}`
|
|
} );
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|
|
|
}
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|
|
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getCompositeMaterial( nMips ) {
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|
|
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return new ShaderMaterial( {
|
|
|
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defines: {
|
|
'NUM_MIPS': nMips
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|
},
|
|
|
|
uniforms: {
|
|
'blurTexture1': { value: null },
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|
'blurTexture2': { value: null },
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|
'blurTexture3': { value: null },
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|
'blurTexture4': { value: null },
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|
'blurTexture5': { value: null },
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|
'bloomStrength': { value: 1.0 },
|
|
'bloomFactors': { value: null },
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|
'bloomTintColors': { value: null },
|
|
'bloomRadius': { value: 0.0 }
|
|
},
|
|
|
|
vertexShader:
|
|
`varying vec2 vUv;
|
|
void main() {
|
|
vUv = uv;
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
}`,
|
|
|
|
fragmentShader:
|
|
`varying vec2 vUv;
|
|
uniform sampler2D blurTexture1;
|
|
uniform sampler2D blurTexture2;
|
|
uniform sampler2D blurTexture3;
|
|
uniform sampler2D blurTexture4;
|
|
uniform sampler2D blurTexture5;
|
|
uniform float bloomStrength;
|
|
uniform float bloomRadius;
|
|
uniform float bloomFactors[NUM_MIPS];
|
|
uniform vec3 bloomTintColors[NUM_MIPS];
|
|
|
|
float lerpBloomFactor(const in float factor) {
|
|
float mirrorFactor = 1.2 - factor;
|
|
return mix(factor, mirrorFactor, bloomRadius);
|
|
}
|
|
|
|
void main() {
|
|
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
|
|
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
|
|
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
|
|
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
|
|
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
|
|
}`
|
|
} );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
|
|
UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
|
|
|
|
export { UnrealBloomPass };
|