src/passes/GaussianBlurPass.js
import { SRGBColorSpace, UnsignedByteType, WebGLRenderTarget } from "three";
import { Resolution } from "../core/Resolution.js";
import { CopyMaterial } from "../materials/CopyMaterial.js";
import { GaussianBlurMaterial } from "../materials/GaussianBlurMaterial.js";
import { Pass } from "./Pass.js";
/**
* A Gaussian blur pass.
*/
export class GaussianBlurPass extends Pass {
/**
* Constructs a new Gaussian blur pass.
*
* @param {Object} [options] - The options.
* @param {Number} [options.kernelSize=35] - The kernel size. Should be an odd number in the range [3, 1020].
* @param {Number} [options.iterations=1] - The amount of times the blur should be applied.
* @param {Number} [options.resolutionScale=1.0] - The resolution scale.
* @param {Number} [options.resolutionX=Resolution.AUTO_SIZE] - The horizontal resolution.
* @param {Number} [options.resolutionY=Resolution.AUTO_SIZE] - The vertical resolution.
*/
constructor({
kernelSize = 35,
iterations = 1,
resolutionScale = 1.0,
resolutionX = Resolution.AUTO_SIZE,
resolutionY = Resolution.AUTO_SIZE
} = {}) {
super("GaussianBlurPass");
/**
* A render target.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetA = new WebGLRenderTarget(1, 1, { depthBuffer: false });
this.renderTargetA.texture.name = "Blur.Target.A";
/**
* A render target.
*
* @type {WebGLRenderTarget}
* @private
*/
this.renderTargetB = this.renderTargetA.clone();
this.renderTargetB.texture.name = "Blur.Target.B";
/**
* The blur material.
*
* @type {GaussianBlurMaterial}
* @readonly
*/
this.blurMaterial = new GaussianBlurMaterial({ kernelSize });
/**
* A copy material.
*
* @type {CopyMaterial}
* @readonly
*/
this.copyMaterial = new CopyMaterial();
this.copyMaterial.inputBuffer = this.renderTargetB.texture;
/**
* The render resolution.
*
* @type {Resolution}
* @readonly
*/
const resolution = this.resolution = new Resolution(this, resolutionX, resolutionY, resolutionScale);
resolution.addEventListener("change", (e) => this.setSize(resolution.baseWidth, resolution.baseHeight));
/**
* The amount of blur iterations.
*
* @type {Number}
*/
this.iterations = iterations;
}
/**
* Renders the blur.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [deltaTime] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, deltaTime, stencilTest) {
const scene = this.scene;
const camera = this.camera;
const renderTargetA = this.renderTargetA;
const renderTargetB = this.renderTargetB;
const blurMaterial = this.blurMaterial;
this.fullscreenMaterial = blurMaterial;
let previousBuffer = inputBuffer;
for(let i = 0, l = Math.max(this.iterations, 1); i < l; ++i) {
// Blur direction: Horizontal
blurMaterial.direction.set(1.0, 0.0);
blurMaterial.inputBuffer = previousBuffer.texture;
renderer.setRenderTarget(renderTargetA);
renderer.render(scene, camera);
// Blur direction: Vertical
blurMaterial.direction.set(0.0, 1.0);
blurMaterial.inputBuffer = renderTargetA.texture;
renderer.setRenderTarget(renderTargetB);
renderer.render(scene, camera);
if(i === 0 && l > 1) {
// Use renderTargetB as input for further blur iterations.
previousBuffer = renderTargetB;
}
}
// Copy the result to the output buffer.
this.fullscreenMaterial = this.copyMaterial;
renderer.setRenderTarget(this.renderToScreen ? null : outputBuffer);
renderer.render(scene, camera);
}
/**
* Updates the size of this pass.
*
* @param {Number} width - The width.
* @param {Number} height - The height.
*/
setSize(width, height) {
const resolution = this.resolution;
resolution.setBaseSize(width, height);
const w = resolution.width, h = resolution.height;
this.renderTargetA.setSize(w, h);
this.renderTargetB.setSize(w, h);
// Optimization: 1 / (TexelSize * ResolutionScale) = FullResolution
this.blurMaterial.setSize(width, height);
}
/**
* Performs initialization tasks.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {Boolean} alpha - Whether the renderer uses the alpha channel or not.
* @param {Number} frameBufferType - The type of the main frame buffers.
*/
initialize(renderer, alpha, frameBufferType) {
if(frameBufferType !== undefined) {
this.renderTargetA.texture.type = frameBufferType;
this.renderTargetB.texture.type = frameBufferType;
if(frameBufferType !== UnsignedByteType) {
this.blurMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = "1";
this.copyMaterial.defines.FRAMEBUFFER_PRECISION_HIGH = "1";
} else if(renderer !== null && renderer.outputColorSpace === SRGBColorSpace) {
this.renderTargetA.texture.colorSpace = SRGBColorSpace;
this.renderTargetB.texture.colorSpace = SRGBColorSpace;
}
}
}
}