UnrealBloomPass constructor
Implementation
UnrealBloomPass(
Vector2? resolution, num? strength, double radius, double threshold)
: super() {
this.strength = strength ?? 1.0;
this.radius = radius;
this.threshold = threshold;
this.resolution = (resolution != null)
? new Vector2(resolution.x, resolution.y)
: new Vector2(256, 256);
this.uniforms = {
"strength": {"value": this.strength}
};
// create color only once here, reuse it later inside the render function
this.clearColor = new Color(0, 0, 0);
// render targets
var pars = WebGLRenderTargetOptions({
"minFilter": LinearFilter,
"magFilter": LinearFilter,
"format": RGBAFormat
});
this.renderTargetsHorizontal = [];
this.renderTargetsVertical = [];
this.nMips = 5;
int resx = (this.resolution.x / 2).toInt();
int resy = (this.resolution.y / 2).toInt();
this.renderTargetBright = new WebGLRenderTarget(resx, resy, pars);
this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
this.renderTargetBright.texture.generateMipmaps = false;
for (var i = 0; i < this.nMips; i++) {
var renderTargetHorizonal = new WebGLRenderTarget(resx, resy, pars);
renderTargetHorizonal.texture.name = 'UnrealBloomPass.h' + i.toString();
renderTargetHorizonal.texture.generateMipmaps = false;
this.renderTargetsHorizontal.add(renderTargetHorizonal);
var renderTargetVertical = new WebGLRenderTarget(resx, resy, pars);
renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i.toString();
renderTargetVertical.texture.generateMipmaps = false;
this.renderTargetsVertical.add(renderTargetVertical);
resx = (resx / 2).toInt();
resy = (resy / 2).toInt();
}
// luminosity high pass material
if (LuminosityHighPassShader == null) {
print('THREE.UnrealBloomPass relies on LuminosityHighPassShader');
}
var highPassShader = LuminosityHighPassShader;
this.highPassUniforms = UniformsUtils.clone(highPassShader["uniforms"]);
this.highPassUniforms['luminosityThreshold']["value"] = threshold;
this.highPassUniforms['smoothWidth']["value"] = 0.01;
this.materialHighPassFilter = new ShaderMaterial({
"uniforms": this.highPassUniforms,
"vertexShader": highPassShader["vertexShader"],
"fragmentShader": highPassShader["fragmentShader"],
"defines": Map<String, dynamic>()
});
// Gaussian Blur Materials
this.separableBlurMaterials = [];
var kernelSizeArray = [3, 5, 7, 9, 11];
resx = (this.resolution.x / 2).toInt();
resy = (this.resolution.y / 2).toInt();
for (var i = 0; i < this.nMips; i++) {
this
.separableBlurMaterials
.add(this.getSeperableBlurMaterial(kernelSizeArray[i]));
this.separableBlurMaterials[i].uniforms['texSize']["value"] =
new Vector2(resx.toDouble(), resy.toDouble());
resx = (resx / 2).toInt();
resy = (resy / 2).toInt();
}
// Composite material
this.compositeMaterial = this.getCompositeMaterial(this.nMips);
this.compositeMaterial.uniforms['blurTexture1']["value"] =
this.renderTargetsVertical[0].texture;
this.compositeMaterial.uniforms['blurTexture2']["value"] =
this.renderTargetsVertical[1].texture;
this.compositeMaterial.uniforms['blurTexture3']["value"] =
this.renderTargetsVertical[2].texture;
this.compositeMaterial.uniforms['blurTexture4']["value"] =
this.renderTargetsVertical[3].texture;
this.compositeMaterial.uniforms['blurTexture5']["value"] =
this.renderTargetsVertical[4].texture;
this.compositeMaterial.uniforms['bloomStrength']["value"] = this.strength;
this.compositeMaterial.uniforms['bloomRadius']["value"] = 0.1;
this.compositeMaterial.needsUpdate = true;
var bloomFactors = [1.0, 0.8, 0.6, 0.4, 0.2];
this.compositeMaterial.uniforms['bloomFactors']["value"] = bloomFactors;
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)
];
this.compositeMaterial.uniforms['bloomTintColors']["value"] =
this.bloomTintColors;
// copy material
if (CopyShader == null) {
print('THREE.UnrealBloomPass relies on CopyShader');
}
var copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone(copyShader["uniforms"]);
this.copyUniforms['opacity']["value"] = 1.0;
this.materialCopy = new ShaderMaterial({
"uniforms": this.copyUniforms,
"vertexShader": copyShader["vertexShader"],
"fragmentShader": copyShader["fragmentShader"],
"blending": AdditiveBlending,
"depthTest": false,
"depthWrite": false,
"transparent": true
});
this.enabled = true;
this.needsSwap = false;
this.oldClearColor = Color.fromHex(0xffffff);
this.oldClearAlpha = 0.0;
this.basic = new MeshBasicMaterial(Map<String, dynamic>());
this.fsQuad = FullScreenQuad(null);
}