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webgl_postprocessing_unreal_bloom.html 8.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>threejs webgl - materials - hdr environment mapping</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. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. text-align:center;
  15. font-weight: bold;
  16. }
  17. a {
  18. color:#00ff78;
  19. }
  20. #info {
  21. color: #fff;
  22. position: absolute;
  23. top: 10px;
  24. width: 100%;
  25. text-align: center;
  26. display:block;
  27. }
  28. .dg.ac {
  29. z-index: 1 !important; /* FIX DAT.GUI */
  30. }
  31. </style>
  32. </head>
  33. <body>
  34. <script src="../build/three.js"></script>
  35. <script src="js/controls/OrbitControls.js"></script>
  36. <script src="js/loaders/RGBELoader.js"></script>
  37. <script src="js/loaders/HDRCubeTextureLoader.js"></script>
  38. <script src="js/Detector.js"></script>
  39. <script src="js/libs/stats.min.js"></script>
  40. <script src="js/pmrem/PMREMGenerator.js"></script>
  41. <script src="js/pmrem/PMREMCubeUVPacker.js"></script>
  42. <script src="js/libs/dat.gui.min.js"></script>
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/postprocessing/RenderPass.js"></script>
  45. <script src="js/postprocessing/MaskPass.js"></script>
  46. <script src="js/postprocessing/ShaderPass.js"></script>
  47. <script src="js/shaders/CopyShader.js"></script>
  48. <script src="js/shaders/FXAAShader.js"></script>
  49. <script src="js/shaders/ConvolutionShader.js"></script>
  50. <script src="js/shaders/LuminosityHighPassShader.js"></script>
  51. <script src="js/postprocessing/UnrealBloomPass.js"></script>
  52. <div id="info">
  53. <a href="http://threejs.org" target="_blank">three.js</a> - Bloom pass by <a href="http://eduperiment.com" target="_blank">Prashant Sharma</a> and <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/>
  54. This Bloom Pass is inspired by the bloom pass of the Unreal Engine. It creates a mip map chain of bloom textures and blur them <br>
  55. with different radii. Because of the weigted combination of mips, and since larger blurs are done on higher mips this bloom <br>
  56. is better in quality and performance.<br>
  57. </div>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var container, stats;
  61. var params = {
  62. projection: 'normal',
  63. background: false,
  64. exposure: 1.0,
  65. bloomStrength: 1.5,
  66. bloomThreshold: 0.85,
  67. bloomRadius: 0.4
  68. };
  69. var camera, scene, renderer, controls, objects = [];
  70. var effectFXAA, bloomPass, renderScene;
  71. var hdrCubeMap;
  72. var composer;
  73. var standardMaterial;
  74. var hdrCubeRenderTarget;
  75. init();
  76. animate();
  77. function init() {
  78. container = document.createElement( 'div' );
  79. document.body.appendChild( container );
  80. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
  81. camera.position.set( 0.0, 35, 35 * 3.5 );
  82. scene = new THREE.Scene();
  83. renderer = new THREE.WebGLRenderer( { antialias: false } );
  84. renderer.setClearColor( new THREE.Color( 0x111111 ) );
  85. renderer.toneMapping = THREE.LinearToneMapping;
  86. standardMaterial = new THREE.MeshStandardMaterial( {
  87. map: null,
  88. color: 0xffffff,
  89. metalness: 1.0,
  90. shading: THREE.SmoothShading
  91. } );
  92. var geometry = new THREE.TorusKnotGeometry( 18, 8, 150, 20 );
  93. var torusMesh1 = new THREE.Mesh( geometry, standardMaterial );
  94. torusMesh1.position.x = 0.0;
  95. torusMesh1.castShadow = true;
  96. torusMesh1.receiveShadow = true;
  97. scene.add( torusMesh1 );
  98. objects.push( torusMesh1 );
  99. var textureLoader = new THREE.TextureLoader();
  100. textureLoader.load( "./textures/roughness_map.jpg", function( map ) {
  101. map.wrapS = THREE.RepeatWrapping;
  102. map.wrapT = THREE.RepeatWrapping;
  103. map.anisotropy = 4;
  104. map.repeat.set( 9, 2 );
  105. standardMaterial.roughnessMap = map;
  106. standardMaterial.bumpMap = map;
  107. standardMaterial.needsUpdate = true;
  108. } );
  109. var genCubeUrls = function( prefix, postfix ) {
  110. return [
  111. prefix + 'px' + postfix, prefix + 'nx' + postfix,
  112. prefix + 'py' + postfix, prefix + 'ny' + postfix,
  113. prefix + 'pz' + postfix, prefix + 'nz' + postfix
  114. ];
  115. };
  116. var hdrUrls = genCubeUrls( "./textures/cube/pisaHDR/", ".hdr" );
  117. new THREE.HDRCubeTextureLoader().load( THREE.UnsignedByteType, hdrUrls, function ( hdrCubeMap ) {
  118. var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap );
  119. pmremGenerator.update( renderer );
  120. var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
  121. pmremCubeUVPacker.update( renderer );
  122. hdrCubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
  123. } );
  124. // Lights
  125. scene.add( new THREE.AmbientLight( 0x222222 ) );
  126. var spotLight = new THREE.SpotLight( 0xffffff );
  127. spotLight.position.set( 50, 100, 50 );
  128. spotLight.angle = Math.PI / 7;
  129. spotLight.penumbra = 0.8;
  130. spotLight.castShadow = true;
  131. scene.add( spotLight );
  132. renderer.setPixelRatio( window.devicePixelRatio );
  133. renderer.setSize( window.innerWidth, window.innerHeight );
  134. renderer.shadowMap.enabled = true;
  135. container.appendChild( renderer.domElement );
  136. renderScene = new THREE.RenderPass(scene, camera);
  137. // renderScene.clear = true;
  138. effectFXAA = new THREE.ShaderPass(THREE.FXAAShader);
  139. effectFXAA.uniforms['resolution'].value.set(1 / window.innerWidth, 1 / window.innerHeight );
  140. var copyShader = new THREE.ShaderPass(THREE.CopyShader);
  141. copyShader.renderToScreen = true;
  142. bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0.85);//1.0, 9, 0.5, 512);
  143. composer = new THREE.EffectComposer(renderer);
  144. composer.setSize(window.innerWidth, window.innerHeight);
  145. composer.addPass(renderScene);
  146. composer.addPass(effectFXAA);
  147. composer.addPass(bloomPass);
  148. composer.addPass(copyShader);
  149. //renderer.toneMapping = THREE.ReinhardToneMapping;
  150. renderer.gammaInput = true;
  151. renderer.gammaOutput = true;
  152. stats = new Stats();
  153. container.appendChild( stats.dom );
  154. controls = new THREE.OrbitControls( camera, renderer.domElement );
  155. controls.target.set( 0, 0, 0 );
  156. controls.update();
  157. window.addEventListener( 'resize', onWindowResize, false );
  158. var gui = new dat.GUI();
  159. gui.add( params, 'exposure', 0.1, 2 );
  160. gui.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function(value) {
  161. bloomPass.threshold = Number(value);
  162. });
  163. gui.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function(value) {
  164. bloomPass.strength = Number(value);
  165. });
  166. gui.add( params, 'bloomRadius', 0.0, 1.0 ).onChange( function(value) {
  167. bloomPass.radius = Number(value);
  168. });
  169. gui.open();
  170. }
  171. function onWindowResize() {
  172. var width = window.innerWidth;
  173. var height = window.innerHeight;
  174. camera.aspect = width / height;
  175. camera.updateProjectionMatrix();
  176. renderer.setSize( width, height );
  177. composer.setSize( width, height );
  178. effectFXAA.uniforms['resolution'].value.set(1 / window.innerWidth, 1 / window.innerHeight );
  179. }
  180. //
  181. function animate() {
  182. requestAnimationFrame( animate );
  183. stats.begin();
  184. render();
  185. stats.end();
  186. }
  187. function render() {
  188. if ( standardMaterial !== undefined ) {
  189. standardMaterial.roughness = 1.0;
  190. standardMaterial.bumpScale = - 0.05;
  191. var newEnvMap = standardMaterial.envMap;
  192. newEnvMap = hdrCubeRenderTarget ? hdrCubeRenderTarget.texture : null;
  193. if( newEnvMap !== standardMaterial.envMap ) {
  194. standardMaterial.envMap = newEnvMap;
  195. standardMaterial.needsUpdate = true;
  196. }
  197. }
  198. renderer.toneMappingExposure = Math.pow( params.exposure, 4.0 );
  199. var timer = Date.now() * 0.00025;
  200. camera.lookAt( scene.position );
  201. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  202. var object = objects[ i ];
  203. object.rotation.y += 0.005;
  204. }
  205. // renderer.render( scene, camera );
  206. composer.render();
  207. }
  208. </script>
  209. </body>
  210. </html>