webgl_postprocessing_unreal_bloom_selective.html 8.7 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<br>By <a href="http://github.com/Temdog007" target="_blank" rel="noopener">Temdog007</a>
  38. </div>
  39. <script src="../build/three.js"></script>
  40. <script src="js/libs/dat.gui.min.js"></script>
  41. <script src="js/controls/OrbitControls.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 bloomTexture;
  58. varying vec2 vUv;
  59. vec4 getTexture( sampler2D texture ) {
  60. return mapTexelToLinear( texture2D( texture , vUv ) );
  61. }
  62. void main() {
  63. gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture( bloomTexture ) );
  64. }
  65. </script>
  66. <script>
  67. var scene, camera, geometry, controls;
  68. var renderer;
  69. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  70. var bloomLayer = new THREE.Layers();
  71. bloomLayer.set( BLOOM_SCENE );
  72. var params = {
  73. exposure: 1,
  74. bloomStrength: 5,
  75. bloomThreshold: 0,
  76. bloomRadius: 0,
  77. scene: "Scene with Glow"
  78. };
  79. var darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
  80. var materials = {};
  81. var container = document.getElementById( 'container' );
  82. renderer = new THREE.WebGLRenderer( { antialias: true } );
  83. renderer.setPixelRatio( window.devicePixelRatio );
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. renderer.toneMapping = THREE.ReinhardToneMapping;
  86. document.body.appendChild( renderer.domElement );
  87. scene = new THREE.Scene();
  88. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  89. camera.position.set( 0, 0, 20 );
  90. camera.lookAt( 0, 0, 0 );
  91. controls = new THREE.OrbitControls( camera, renderer.domElement );
  92. controls.maxPolarAngle = Math.PI * 0.5;
  93. controls.minDistance = 1;
  94. controls.maxDistance = 100;
  95. controls.addEventListener( 'change', render );
  96. scene.add( new THREE.AmbientLight( 0x404040 ) );
  97. var renderScene = new THREE.RenderPass( scene, camera );
  98. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  99. bloomPass.threshold = params.bloomThreshold;
  100. bloomPass.strength = params.bloomStrength;
  101. bloomPass.radius = params.bloomRadius;
  102. var bloomComposer = new THREE.EffectComposer( renderer );
  103. bloomComposer.renderToScreen = false;
  104. bloomComposer.setSize( window.innerWidth * window.devicePixelRatio, window.innerHeight * window.devicePixelRatio );
  105. bloomComposer.addPass( renderScene );
  106. bloomComposer.addPass( bloomPass );
  107. var finalPass = new THREE.ShaderPass(
  108. new THREE.ShaderMaterial( {
  109. uniforms: {
  110. baseTexture: { value: null },
  111. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  112. },
  113. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  114. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  115. defines: {}
  116. } ), "baseTexture"
  117. );
  118. finalPass.needsSwap = true;
  119. var finalComposer = new THREE.EffectComposer( renderer );
  120. finalComposer.setSize( window.innerWidth * window.devicePixelRatio, window.innerHeight * window.devicePixelRatio );
  121. finalComposer.addPass( renderScene );
  122. finalComposer.addPass( finalPass );
  123. var raycaster = new THREE.Raycaster();
  124. var mouse = new THREE.Vector2();
  125. window.addEventListener( 'click', onDocumentMouseClick, false );
  126. var gui = new dat.GUI();
  127. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  128. switch ( value ) {
  129. case 'Scene with Glow':
  130. bloomComposer.renderToScreen = false;
  131. break;
  132. case 'Glow only':
  133. bloomComposer.renderToScreen = true;
  134. break;
  135. case 'Scene only':
  136. // nothing to do
  137. break;
  138. }
  139. render();
  140. } );
  141. var folder = gui.addFolder( 'Bloom Parameters' );
  142. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  143. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  144. render();
  145. } );
  146. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  147. bloomPass.threshold = Number( value );
  148. render();
  149. } );
  150. folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
  151. bloomPass.strength = Number( value );
  152. render();
  153. } );
  154. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  155. bloomPass.radius = Number( value );
  156. render();
  157. } );
  158. setupScene();
  159. function onDocumentMouseClick( event ) {
  160. event.preventDefault();
  161. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  162. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  163. raycaster.setFromCamera( mouse, camera );
  164. var intersects = raycaster.intersectObjects( scene.children );
  165. if ( intersects.length > 0 ) {
  166. var object = intersects[ 0 ].object;
  167. object.layers.toggle( BLOOM_SCENE );
  168. render();
  169. }
  170. }
  171. window.onresize = function () {
  172. var width = window.innerWidth;
  173. var height = window.innerHeight;
  174. camera.aspect = width / height;
  175. camera.updateProjectionMatrix();
  176. renderer.setSize( width, height );
  177. bloomComposer.setSize( width * window.devicePixelRatio, height * window.devicePixelRatio );
  178. finalComposer.setSize( width * window.devicePixelRatio, height * window.devicePixelRatio );
  179. render();
  180. };
  181. function setupScene() {
  182. var minLightness = 0;
  183. var maxLightness = 0.1;
  184. scene.traverse( disposeMaterial );
  185. scene.children.length = 0;
  186. var geometry = new THREE.IcosahedronBufferGeometry( 1, 4 );
  187. for ( var i = 0; i < 50; i ++ ) {
  188. var color = new THREE.Color();
  189. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  190. var material = new THREE.MeshBasicMaterial( { color: color } );
  191. var box = new THREE.Mesh( geometry, material );
  192. box.position.x = Math.random() * 10 - 5;
  193. box.position.y = Math.random() * 10 - 5;
  194. box.position.z = Math.random() * 10 - 5;
  195. box.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  196. box.scale.setScalar( Math.random() * Math.random() + 0.5 );
  197. scene.add( box );
  198. if ( Math.random() < 0.25 ) box.layers.enable( BLOOM_SCENE );
  199. }
  200. render();
  201. }
  202. function disposeMaterial( obj ) {
  203. if ( obj.material ) {
  204. obj.material.dispose();
  205. }
  206. }
  207. function render() {
  208. switch ( params.scene ) {
  209. case 'Scene only':
  210. renderer.render( scene, camera );
  211. break;
  212. case 'Glow only':
  213. renderBloom( false );
  214. break;
  215. case 'Scene with Glow':
  216. default:
  217. // render scene with bloom
  218. renderBloom( true );
  219. // render the entire scene, then render bloom scene on top
  220. finalComposer.render();
  221. break;
  222. }
  223. }
  224. function renderBloom( mask ) {
  225. if ( mask === true ) {
  226. scene.traverse( darkenNonBloomed );
  227. bloomComposer.render();
  228. scene.traverse( restoreMaterial );
  229. } else {
  230. camera.layers.set( BLOOM_SCENE );
  231. bloomComposer.render();
  232. camera.layers.set( ENTIRE_SCENE );
  233. }
  234. }
  235. function darkenNonBloomed( obj ) {
  236. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  237. materials[ obj.uuid ] = obj.material;
  238. obj.material = darkMaterial;
  239. }
  240. }
  241. function restoreMaterial( obj ) {
  242. if ( materials[ obj.uuid ] ) {
  243. obj.material = materials[ obj.uuid ];
  244. delete materials[ obj.uuid ];
  245. }
  246. }
  247. </script>
  248. </body>
  249. </html>