webgl_postprocessing_unreal_bloom_selective.html 9.5 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: 1.5,
  75. bloomThreshold: 0,
  76. bloomRadius: 0,
  77. rows: 6,
  78. columns: 6,
  79. size: 2,
  80. zOffset: 5,
  81. minLightness: 0,
  82. maxLightness: 0.1,
  83. scene: "Scene with Glow"
  84. };
  85. var darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
  86. var materials = {};
  87. var container = document.getElementById( 'container' );
  88. renderer = new THREE.WebGLRenderer( { antialias: true } );
  89. renderer.setPixelRatio( window.devicePixelRatio );
  90. renderer.setSize( window.innerWidth, window.innerHeight );
  91. renderer.toneMapping = THREE.ReinhardToneMapping;
  92. document.body.appendChild( renderer.domElement );
  93. scene = new THREE.Scene();
  94. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  95. camera.position.set( 0, 0, 30 );
  96. camera.lookAt( 0, 0, 0 );
  97. controls = new THREE.OrbitControls( camera, renderer.domElement );
  98. controls.maxPolarAngle = Math.PI * 0.5;
  99. controls.minDistance = 1;
  100. controls.maxDistance = 100;
  101. controls.addEventListener( 'change', render );
  102. scene.add( new THREE.AmbientLight( 0x404040 ) );
  103. var renderScene = new THREE.RenderPass( scene, camera );
  104. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  105. bloomPass.threshold = params.bloomThreshold;
  106. bloomPass.strength = params.bloomStrength;
  107. bloomPass.radius = params.bloomRadius;
  108. var bloomComposer = new THREE.EffectComposer( renderer );
  109. bloomComposer.renderToScreen = false;
  110. bloomComposer.setSize( window.innerWidth, window.innerHeight );
  111. bloomComposer.addPass( renderScene );
  112. bloomComposer.addPass( bloomPass );
  113. var finalPass = new THREE.ShaderPass(
  114. new THREE.ShaderMaterial( {
  115. uniforms: {
  116. baseTexture: { value: null },
  117. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  118. },
  119. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  120. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  121. defines: {}
  122. } ), "baseTexture"
  123. );
  124. finalPass.needsSwap = true;
  125. var finalComposer = new THREE.EffectComposer( renderer );
  126. finalComposer.setSize( window.innerWidth, window.innerHeight );
  127. finalComposer.addPass( renderScene );
  128. finalComposer.addPass( finalPass );
  129. var raycaster = new THREE.Raycaster();
  130. var mouse = new THREE.Vector2();
  131. window.addEventListener( 'click', onDocumentMouseClick, false );
  132. var gui = new dat.GUI();
  133. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  134. switch ( value ) {
  135. case 'Scene with Glow':
  136. bloomComposer.renderToScreen = false;
  137. break;
  138. case 'Glow only':
  139. bloomComposer.renderToScreen = true;
  140. break;
  141. case 'Scene only':
  142. // nothing to do
  143. break;
  144. }
  145. render();
  146. } );
  147. var folder = gui.addFolder( 'Bloom Parameters' );
  148. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  149. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  150. render();
  151. } );
  152. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  153. bloomPass.threshold = Number( value );
  154. render();
  155. } );
  156. folder.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
  157. bloomPass.strength = Number( value );
  158. render();
  159. } );
  160. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  161. bloomPass.radius = Number( value );
  162. render();
  163. } );
  164. folder = gui.addFolder( 'Object parameters' );
  165. folder.add( params, 'rows', 1, 20 ).step( 1 ).onChange( setupBoxes );
  166. folder.add( params, 'columns', 1, 20 ).step( 1 ).onChange( setupBoxes );
  167. folder.add( params, 'size', 0.1, 3 ).onChange( setupBoxes );
  168. folder.add( params, 'zOffset', 0, 10 ).onChange( setupBoxes );
  169. folder.add( params, 'minLightness', 0, 1 ).onChange( setupBoxes );
  170. folder.add( params, 'maxLightness', 0, 1 ).onChange( setupBoxes );
  171. setupBoxes();
  172. function onDocumentMouseClick( event ) {
  173. event.preventDefault();
  174. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  175. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  176. raycaster.setFromCamera( mouse, camera );
  177. var intersects = raycaster.intersectObjects( scene.children );
  178. if ( intersects.length > 0 ) {
  179. var object = intersects[ 0 ].object;
  180. object.layers.toggle( BLOOM_SCENE );
  181. render();
  182. }
  183. }
  184. window.onresize = function () {
  185. var width = window.innerWidth;
  186. var height = window.innerHeight;
  187. camera.aspect = width / height;
  188. camera.updateProjectionMatrix();
  189. renderer.setSize( width, height );
  190. bloomComposer.setSize( width, height );
  191. finalComposer.setSize( width, height );
  192. render();
  193. };
  194. function setupBoxes() {
  195. var columns = params.columns;
  196. var rows = params.rows;
  197. var size = params.size;
  198. var zOffset = params.zOffset;
  199. var minLightness = params.minLightness;
  200. var maxLightness = params.maxLightness;
  201. scene.traverse( disposeMaterial );
  202. scene.children.length = 0;
  203. var hsl = { h: 0, s: 0, l: 0 };
  204. for ( var x = - columns * size / 2; x < columns * size / 2; x += size ) {
  205. for ( var y = - rows * size / 2; y < rows * size / 2; y += size ) {
  206. var color = new THREE.Color( Math.floor( Math.random() * 0xffffff ) );
  207. color.getHSL( hsl );
  208. hsl.l = Math.min( Math.max( minLightness, hsl.l ), maxLightness );
  209. color.setHSL( hsl.h, hsl.s, hsl.l );
  210. var box = new THREE.Mesh( getGeometry(), new THREE.MeshBasicMaterial( {
  211. color: color
  212. } ) );
  213. box.position.set( x, y, - zOffset + Math.random() * zOffset * 2 );
  214. scene.add( box );
  215. if ( Math.random() < 0.125 ) box.layers.enable( BLOOM_SCENE );
  216. }
  217. }
  218. render();
  219. }
  220. function disposeMaterial( obj ) {
  221. if ( obj.material ) {
  222. obj.material.dispose();
  223. }
  224. }
  225. function getGeometry() {
  226. if ( geometry === undefined ) {
  227. makeGeometry();
  228. } else if ( geometry.parameters.width !== params.size ) {
  229. geometry.dispose();
  230. makeGeometry();
  231. }
  232. return geometry;
  233. }
  234. function makeGeometry() {
  235. var size = params.size;
  236. geometry = new THREE.BoxBufferGeometry( size, size, size );
  237. }
  238. function render() {
  239. switch ( params.scene ) {
  240. case 'Scene only':
  241. renderer.render( scene, camera );
  242. break;
  243. case 'Glow only':
  244. renderBloom( false );
  245. break;
  246. case 'Scene with Glow':
  247. default:
  248. // render scene with bloom
  249. renderBloom( true );
  250. // render the entire scene, then render bloom scene on top
  251. finalComposer.render();
  252. break;
  253. }
  254. }
  255. function renderBloom( mask ) {
  256. if ( mask === true ) {
  257. scene.traverse( darkenNonBloomed );
  258. bloomComposer.render();
  259. scene.traverse( restoreMaterial );
  260. } else {
  261. camera.layers.set( BLOOM_SCENE );
  262. bloomComposer.render();
  263. camera.layers.set( ENTIRE_SCENE );
  264. }
  265. }
  266. function darkenNonBloomed( obj ) {
  267. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  268. materials[ obj.uuid ] = obj.material;
  269. obj.material = darkMaterial;
  270. }
  271. }
  272. function restoreMaterial( obj ) {
  273. if ( materials[ obj.uuid ] ) {
  274. obj.material = materials[ obj.uuid ];
  275. delete materials[ obj.uuid ];
  276. }
  277. }
  278. </script>
  279. </body>
  280. </html>