BloomPost 
BloomPost, also known as highlight overflow, is a post-processing effect that creates an optical illusion. Parts of the screen with brightness higher than a threshold value will diffuse into surrounding pixels and gradually decrease with distance, which creates a glowing and hazy effect.
ts
//Initialize the engine
await Engine3D.init();
Engine3D.setting.render.postProcessing.bloom.downSampleStep = 5;
Engine3D.setting.render.postProcessing.bloom.downSampleBlurSize = 5;
Engine3D.setting.render.postProcessing.bloom.downSampleBlurSigma = 1.0;
Engine3D.setting.render.postProcessing.bloom.upSampleBlurSize = 5;
Engine3D.setting.render.postProcessing.bloom.upSampleBlurSigma = 1.0;
Engine3D.setting.render.postProcessing.bloom.luminanceThreshole = 1.0;
Engine3D.setting.render.postProcessing.bloom.bloomIntensity = 1.0;
// Add a BloomPost
let postProcessing = this.scene.addComponent(PostProcessingComponent);
postProcessing.addPost(BloomPost);
//Start rendering
let view = new View3D();
view.scene = this.scene;
view.camera = this.camera;
Engine3D.startRenderView(view);Engine3D.setting.render.postProcessing.bloom configuration parameters:
| Parameter | Type | Description | 
|---|---|---|
| enable? | boolean | enable | 
| downSampleStep | number | down sample step | 
| downSampleBlurSize | number | down sample blur size | 
| downSampleBlurSigma | number | down sample blur sigma | 
| upSampleBlurSize | number | up sample blur size | 
| upSampleBlurSigma | number | up sample blur sigma | 
| luminanceThreshole | number | luminance threshold | 
| bloomIntensity | number | bloom intensity | 
Generally, we can control the object's bloom effect by adding an emissive texture and color to its material:
ts
let mat = new LitMaterial();
mat.emissiveMap = Engine3D.res.whiteTexture;
mat.emissiveColor = new Color(1.0, 0.0, 0.0);
mat.emissiveIntensity = 3;ts
import { View3D, DirectLight, Engine3D, PostProcessingComponent, LitMaterial, HoverCameraController, KelvinUtil, MeshRenderer, Object3D, PlaneGeometry, Scene3D, SphereGeometry, CameraUtil, webGPUContext, BoxGeometry, TAAPost, AtmosphericComponent, GTAOPost, Color, BloomPost } from '@orillusion/core';
import * as dat from 'dat.gui';
class Sample_Bloom {
    lightObj: Object3D;
    scene: Scene3D;
    async run() {
        Engine3D.setting.shadow.shadowSize = 2048;
        Engine3D.setting.shadow.shadowBound = 500;
        await Engine3D.init();
        this.scene = new Scene3D();
        let sky = this.scene.addComponent(AtmosphericComponent);
        sky.sunY = 0.6;
        let mainCamera = CameraUtil.createCamera3DObject(this.scene, 'camera');
        mainCamera.perspective(60, webGPUContext.aspect, 1, 5000.0);
        let ctrl = mainCamera.object3D.addComponent(HoverCameraController);
        ctrl.setCamera(0, -15, 500);
        await this.initScene();
        sky.relativeTransform = this.lightObj.transform;
        let view = new View3D();
        view.scene = this.scene;
        view.camera = mainCamera;
        Engine3D.startRenderView(view);
        let postProcessing = this.scene.addComponent(PostProcessingComponent);
        let post = postProcessing.addPost(BloomPost);
        this.renderBloom(post, true);
    }
    public renderBloom(bloom: BloomPost, open: boolean = true, name?: string) {
        name ||= 'Bloom';
        let GUIHelp = new dat.GUI();
        GUIHelp.addFolder(name);
        GUIHelp.add(bloom, 'downSampleBlurSize', 3, 15, 1);
        GUIHelp.add(bloom, 'downSampleBlurSigma', 0.01, 1, 0.001);
        GUIHelp.add(bloom, 'upSampleBlurSize', 3, 15, 1);
        GUIHelp.add(bloom, 'upSampleBlurSigma', 0.01, 1, 0.001);
        GUIHelp.add(bloom, 'luminanceThreshole', 0.001, 10.0, 0.001);
        GUIHelp.add(bloom, 'bloomIntensity', 0.001, 10.0, 0.001);
    }
    async initScene() {
        {
            this.lightObj = new Object3D();
            this.lightObj.rotationX = 45;
            this.lightObj.rotationY = 110;
            this.lightObj.rotationZ = 0;
            let lc = this.lightObj.addComponent(DirectLight);
            lc.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
            lc.castShadow = true;
            lc.intensity = 3;
            this.scene.addChild(this.lightObj);
        }
        {
            let mat = new LitMaterial();
            let floor = new Object3D();
            let mr = floor.addComponent(MeshRenderer);
            mr.geometry = new PlaneGeometry(400, 400);
            mr.material = mat;
            this.scene.addChild(floor);
            {
                let wall = new Object3D();
                let mr = wall.addComponent(MeshRenderer);
                mr.geometry = new BoxGeometry(5, 260, 320);
                mr.material = mat;
                wall.x = -320 * 0.5;
                this.scene.addChild(wall);
            }
            {
                let wall = new Object3D();
                let mr = wall.addComponent(MeshRenderer);
                mr.geometry = new BoxGeometry(5, 260, 320);
                mr.material = mat;
                wall.x = 320 * 0.5;
                this.scene.addChild(wall);
            }
            {
                let wall = new Object3D();
                let mr = wall.addComponent(MeshRenderer);
                mr.geometry = new BoxGeometry(320, 260, 5);
                mr.material = mat;
                wall.z = -320 * 0.5;
                this.scene.addChild(wall);
            }
            {
                {
                    let litMat = new LitMaterial();
                    litMat.emissiveMap = Engine3D.res.whiteTexture;
                    litMat.emissiveColor = new Color(0.0, 0.0, 1.0);
                    litMat.emissiveIntensity = 0.6;
                    let sp = new Object3D();
                    let mr = sp.addComponent(MeshRenderer);
                    mr.geometry = new SphereGeometry(15, 30, 30);
                    mr.material = litMat;
                    sp.x = 68;
                    sp.y = 15;
                    sp.z = -15;
                    this.scene.addChild(sp);
                }
                {
                    let litMat = new LitMaterial();
                    litMat.emissiveMap = Engine3D.res.whiteTexture;
                    litMat.emissiveColor = new Color(1.0, 1.0, 0.0);
                    litMat.emissiveIntensity = 0.8;
                    let sp = new Object3D();
                    let mr = sp.addComponent(MeshRenderer);
                    mr.geometry = new SphereGeometry(15, 30, 30);
                    mr.material = litMat;
                    sp.x = 1;
                    sp.y = 15;
                    sp.z = -8;
                    this.scene.addChild(sp);
                }
            }
        }
    }
}
new Sample_Bloom().run();
