Files
GDevelop/Extensions/3D/BloomEffect.ts
D8H 901f84daaa Add bloom and color effects for 3D layers (#6228)
- Add 3D Effects for color adjustment and bloom.
- A lower quality anti-aliasing is used when post-processing is enable (SMAA instead of MSAA).
- Upgrade to Three.js 0.160.0.
2024-02-16 14:12:46 +01:00

90 lines
3.0 KiB
TypeScript

namespace gdjs {
gdjs.PixiFiltersTools.registerFilterCreator(
'Scene3D::Bloom',
new (class implements gdjs.PixiFiltersTools.FilterCreator {
makeFilter(
target: EffectsTarget,
effectData: EffectData
): gdjs.PixiFiltersTools.Filter {
if (typeof THREE === 'undefined') {
return new gdjs.PixiFiltersTools.EmptyFilter();
}
return new (class implements gdjs.PixiFiltersTools.Filter {
shaderPass: THREE_ADDONS.UnrealBloomPass;
_isEnabled: boolean;
constructor() {
this.shaderPass = new THREE_ADDONS.UnrealBloomPass(
new THREE.Vector2(256, 256),
1,
0,
0
);
this._isEnabled = false;
}
isEnabled(target: EffectsTarget): boolean {
return this._isEnabled;
}
setEnabled(target: EffectsTarget, enabled: boolean): boolean {
if (this._isEnabled === enabled) {
return true;
}
if (enabled) {
return this.applyEffect(target);
} else {
return this.removeEffect(target);
}
}
applyEffect(target: EffectsTarget): boolean {
if (!(target instanceof gdjs.Layer)) {
return false;
}
target.getRenderer().addPostProcessingPass(this.shaderPass);
this._isEnabled = true;
return true;
}
removeEffect(target: EffectsTarget): boolean {
if (!(target instanceof gdjs.Layer)) {
return false;
}
target.getRenderer().removePostProcessingPass(this.shaderPass);
this._isEnabled = false;
return true;
}
updatePreRender(target: gdjs.EffectsTarget): any {}
updateDoubleParameter(parameterName: string, value: number): void {
if (parameterName === 'strength') {
this.shaderPass.strength = value;
}
if (parameterName === 'radius') {
this.shaderPass.radius = value;
}
if (parameterName === 'threshold') {
this.shaderPass.threshold = value;
}
}
getDoubleParameter(parameterName: string): number {
if (parameterName === 'strength') {
return this.shaderPass.strength;
}
if (parameterName === 'radius') {
return this.shaderPass.radius;
}
if (parameterName === 'threshold') {
return this.shaderPass.threshold;
}
return 0;
}
updateStringParameter(parameterName: string, value: string): void {}
updateColorParameter(parameterName: string, value: number): void {}
getColorParameter(parameterName: string): number {
return 0;
}
updateBooleanParameter(parameterName: string, value: boolean): void {}
})();
}
})()
);
}