webgl_postprocessing_unreal_bloom_selective.html 9.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - unreal bloom selective</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #fff;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px;
  20. width: 100%;
  21. padding: 5px;
  22. }
  23. #info p {
  24. max-width: 600px;
  25. margin-left: auto;
  26. margin-right: auto;
  27. padding: 0 2em;
  28. }
  29. a {
  30. color: #2983ff;
  31. }
  32. </style>
  33. </head>
  34. <body>
  35. <div id="container"></div>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> Click on a box to toggle bloom
  38. </div>
  39. <script src="../build/three.js"></script>
  40. <script src="js/libs/stats.min.js"></script>
  41. <script src="js/libs/dat.gui.min.js"></script>
  42. <script src="js/postprocessing/EffectComposer.js"></script>
  43. <script src="js/postprocessing/RenderPass.js"></script>
  44. <script src="js/postprocessing/ShaderPass.js"></script>
  45. <script src="js/shaders/CopyShader.js"></script>
  46. <script src="js/shaders/LuminosityHighPassShader.js"></script>
  47. <script src="js/postprocessing/UnrealBloomPass.js"></script>
  48. <script type="x-shader/x-vertex" id="vertexshader">
  49. varying vec2 vUv;
  50. void main() {
  51. vUv = uv;
  52. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  53. }
  54. </script>
  55. <script type="x-shader/x-fragment" id="fragmentshader">
  56. uniform sampler2D baseTexture;
  57. uniform sampler2D glowTexture;
  58. uniform sampler2D maskTexture;
  59. varying vec2 vUv;
  60. bool isVisible(vec4 color)
  61. {
  62. return color.a < 1.0 || color.r > 0.0;
  63. }
  64. vec4 getTexture(sampler2D texture)
  65. {
  66. return mapTexelToLinear(texture2D(texture, vUv));
  67. }
  68. void main() {
  69. vec4 mask = getTexture(maskTexture);
  70. vec4 texel = getTexture(baseTexture);
  71. gl_FragColor = isVisible(mask) ? (texel + vec4(1.0) * getTexture(glowTexture)) : texel;
  72. }
  73. </script>
  74. <script>
  75. var scene, camera, stats;
  76. var renderer;
  77. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  78. var bloomLayer = new THREE.Layers();
  79. bloomLayer.set(BLOOM_SCENE);
  80. var params = {
  81. exposure: 1,
  82. bloomStrength: 1.5,
  83. bloomThreshold: 0,
  84. bloomRadius: 0,
  85. rows : 6,
  86. columns : 6,
  87. size : 2,
  88. cameraAngle : Math.PI * 0.5,
  89. scene : "Scene with Glow"
  90. };
  91. var lightMaterial = new THREE.MeshBasicMaterial({color : "red"});
  92. var darkMaterial = new THREE.MeshBasicMaterial({color : "blue"});
  93. var materials = {};
  94. var container = document.getElementById( 'container' );
  95. stats = new Stats();
  96. container.appendChild( stats.dom );
  97. renderer = new THREE.WebGLRenderer( { antialias: true } );
  98. renderer.setPixelRatio( window.devicePixelRatio );
  99. renderer.setSize( window.innerWidth, window.innerHeight );
  100. renderer.toneMapping = THREE.ReinhardToneMapping;
  101. document.body.appendChild(renderer.domElement);
  102. scene = new THREE.Scene();
  103. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
  104. camera.position.set( 0, 0, 30 );
  105. camera.lookAt(0,0,0);
  106. camera.updateProjectionMatrix();
  107. scene.add( new THREE.AmbientLight( 0x404040 ) );
  108. var renderScene = new THREE.RenderPass( scene, camera );
  109. var maskRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  110. minFilter: THREE.LinearFilter,
  111. magFilter: THREE.LinearFilter,
  112. format: THREE.RGBAFormat,
  113. stencilBuffer: false
  114. });
  115. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  116. bloomPass.threshold = params.bloomThreshold;
  117. bloomPass.strength = params.bloomStrength;
  118. bloomPass.radius = params.bloomRadius;
  119. var bloomComposer = new THREE.EffectComposer( renderer);
  120. bloomComposer.renderToScreen = false;
  121. bloomComposer.setSize( window.innerWidth, window.innerHeight );
  122. bloomComposer.addPass( renderScene );
  123. bloomComposer.addPass( bloomPass );
  124. var finalPass = new THREE.ShaderPass(
  125. new THREE.ShaderMaterial({
  126. uniforms : {
  127. baseTexture : {value : null},
  128. glowTexture: { value : bloomComposer.renderTarget2.texture},
  129. maskTexture: {value : maskRenderTarget.texture}
  130. },
  131. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  132. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  133. defines: {}
  134. }), "baseTexture"
  135. );
  136. finalPass.needsSwap = true;
  137. var finalComposer = new THREE.EffectComposer( renderer);
  138. finalComposer.setSize( window.innerWidth, window.innerHeight );
  139. finalComposer.addPass( renderScene );
  140. finalComposer.addPass( finalPass );
  141. setupBoxes();
  142. var raycaster = new THREE.Raycaster();
  143. var mouse = new THREE.Vector2();
  144. window.addEventListener('click', onDocumentMouseClick, false);
  145. var gui = new dat.GUI();
  146. gui.add(params, 'scene', ['Scene with Glow', 'Glow only', 'Mask only', 'Scene only']).onChange(function(value)
  147. {
  148. switch(value)
  149. {
  150. case 'Scene with Glow':
  151. bloomComposer.renderToScreen = false;
  152. break;
  153. case 'Glow only':
  154. bloomComposer.renderToScreen = true;
  155. break;
  156. case 'Scene only':
  157. case 'Mask only':
  158. // nothing to do
  159. break;
  160. }
  161. });
  162. var folder = gui.addFolder('Bloom Parameters');
  163. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  164. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  165. } );
  166. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  167. bloomPass.threshold = Number( value );
  168. } );
  169. folder.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
  170. bloomPass.strength = Number( value );
  171. } );
  172. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  173. bloomPass.radius = Number( value );
  174. } );
  175. folder = gui.addFolder('Object parameters');
  176. folder.add( params, 'rows', 1, 20 ).step(1).onChange( setupBoxes );
  177. folder.add( params, 'columns', 1, 20 ).step(1).onChange( setupBoxes);
  178. folder.add( params, 'size', 0.1, 3 ).onChange( setupBoxes);
  179. folder = gui.addFolder('Camera Position');
  180. folder.add(params, 'cameraAngle', 0, Math.PI * 2).step(0.001).onChange(function(value)
  181. {
  182. camera.position.x = Math.cos(value) * 30;
  183. camera.position.z = Math.sin(value) * 30;
  184. camera.lookAt(0,0,0);
  185. camera.updateProjectionMatrix();
  186. })
  187. animate();
  188. function onDocumentMouseClick( event ) {
  189. event.preventDefault();
  190. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  191. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  192. raycaster.setFromCamera(mouse, camera);
  193. var intersects = raycaster.intersectObjects(scene.children);
  194. if(intersects.length > 0)
  195. {
  196. var object = intersects[0].object;
  197. object.layers.toggle(BLOOM_SCENE);
  198. }
  199. }
  200. window.onresize = function () {
  201. var width = window.innerWidth;
  202. var height = window.innerHeight;
  203. camera.aspect = width / height;
  204. camera.updateProjectionMatrix();
  205. renderer.setSize( width, height );
  206. maskRenderTarget.setSize( width, height);
  207. bloomComposer.setSize( width, height );
  208. finalComposer.setSize(width, height);
  209. };
  210. function setupBoxes()
  211. {
  212. var columns = params.columns;
  213. var rows = params.rows;
  214. var size = params.size;
  215. scene.children.length = 0;
  216. for(var x = -columns * size / 2; x < columns * size / 2; x += size)
  217. {
  218. for(var y = -rows * size / 2; y < rows * size / 2; y += size)
  219. {
  220. var box = new THREE.Mesh(new THREE.BoxBufferGeometry(size,size,size), new THREE.MeshBasicMaterial({
  221. color: Math.floor(Math.random() * 0xffffff)
  222. }));
  223. box.position.set(x,y,0);
  224. scene.add(box);
  225. if(Math.random() < 0.5) box.layers.enable(BLOOM_SCENE);
  226. }
  227. }
  228. }
  229. function animate() {
  230. requestAnimationFrame( animate );
  231. stats.update();
  232. switch(params.scene)
  233. {
  234. case 'Glow only':
  235. renderBloom();
  236. break;
  237. case 'Mask only':
  238. renderMask(null);
  239. break;
  240. case 'Scene only':
  241. renderer.setRenderTarget(null);
  242. renderer.render(scene, camera);
  243. break;
  244. case 'Scene with Glow':
  245. default:
  246. // render scene with bloom
  247. renderBloom();
  248. // render scene masked
  249. renderMask(maskRenderTarget);
  250. // render the entire scene
  251. // render bloom on top of scene but only where isn't masked
  252. finalComposer.render();
  253. break;
  254. }
  255. }
  256. function renderBloom()
  257. {
  258. camera.layers.set(BLOOM_SCENE);
  259. bloomComposer.render();
  260. }
  261. function renderMask(renderTarget)
  262. {
  263. camera.layers.set(ENTIRE_SCENE);
  264. scene.traverse(maskMaterial);
  265. renderer.setRenderTarget(renderTarget);
  266. renderer.render(scene, camera);
  267. scene.traverse(restoreMaterial);
  268. }
  269. function maskMaterial(obj)
  270. {
  271. if(obj.isMesh)
  272. {
  273. materials[obj.uuid] = obj.material;
  274. obj.material = bloomLayer.test(obj.layers) ? lightMaterial : darkMaterial;
  275. }
  276. }
  277. function restoreMaterial(obj)
  278. {
  279. if(obj.isMesh)
  280. {
  281. obj.material = materials[obj.uuid];
  282. }
  283. }
  284. </script>
  285. </body>
  286. </html>