webgl_postprocessing_unreal_bloom_selective.html 9.1 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/postprocessing/EffectComposer.js"></script>
  42. <script src="js/postprocessing/RenderPass.js"></script>
  43. <script src="js/postprocessing/ShaderPass.js"></script>
  44. <script src="js/shaders/CopyShader.js"></script>
  45. <script src="js/shaders/LuminosityHighPassShader.js"></script>
  46. <script src="js/postprocessing/UnrealBloomPass.js"></script>
  47. <script type="x-shader/x-vertex" id="vertexshader">
  48. varying vec2 vUv;
  49. void main() {
  50. vUv = uv;
  51. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  52. }
  53. </script>
  54. <script type="x-shader/x-fragment" id="fragmentshader">
  55. uniform sampler2D baseTexture;
  56. uniform sampler2D bloomTexture;
  57. varying vec2 vUv;
  58. vec4 getTexture( sampler2D texture ) {
  59. return mapTexelToLinear( texture2D( texture , vUv ) );
  60. }
  61. void main() {
  62. gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture( bloomTexture ) );
  63. }
  64. </script>
  65. <script>
  66. var scene, camera, geometry;
  67. var renderer;
  68. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  69. var bloomLayer = new THREE.Layers();
  70. bloomLayer.set( BLOOM_SCENE );
  71. var params = {
  72. exposure: 1,
  73. bloomStrength: 1.5,
  74. bloomThreshold: 0,
  75. bloomRadius: 0,
  76. rows: 6,
  77. columns: 6,
  78. size: 2,
  79. cameraAngle: 90,
  80. cameraDistance: 30,
  81. scene: "Scene with Glow"
  82. };
  83. var darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
  84. var materials = {};
  85. var container = document.getElementById( 'container' );
  86. renderer = new THREE.WebGLRenderer( { antialias: true } );
  87. renderer.setPixelRatio( window.devicePixelRatio );
  88. renderer.setSize( window.innerWidth, window.innerHeight );
  89. renderer.toneMapping = THREE.ReinhardToneMapping;
  90. document.body.appendChild( renderer.domElement );
  91. scene = new THREE.Scene();
  92. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  93. camera.position.set( 0, 0, 30 );
  94. camera.lookAt( 0, 0, 0 );
  95. scene.add( new THREE.AmbientLight( 0x404040 ) );
  96. var renderScene = new THREE.RenderPass( scene, camera );
  97. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  98. bloomPass.threshold = params.bloomThreshold;
  99. bloomPass.strength = params.bloomStrength;
  100. bloomPass.radius = params.bloomRadius;
  101. var bloomComposer = new THREE.EffectComposer( renderer );
  102. bloomComposer.renderToScreen = false;
  103. bloomComposer.setSize( window.innerWidth, window.innerHeight );
  104. bloomComposer.addPass( renderScene );
  105. bloomComposer.addPass( bloomPass );
  106. var finalPass = new THREE.ShaderPass(
  107. new THREE.ShaderMaterial( {
  108. uniforms: {
  109. baseTexture: { value: null },
  110. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  111. },
  112. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  113. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  114. defines: {}
  115. } ), "baseTexture"
  116. );
  117. finalPass.needsSwap = true;
  118. var finalComposer = new THREE.EffectComposer( renderer );
  119. finalComposer.setSize( window.innerWidth, window.innerHeight );
  120. finalComposer.addPass( renderScene );
  121. finalComposer.addPass( finalPass );
  122. var raycaster = new THREE.Raycaster();
  123. var mouse = new THREE.Vector2();
  124. window.addEventListener( 'click', onDocumentMouseClick, false );
  125. var gui = new dat.GUI();
  126. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  127. switch ( value ) {
  128. case 'Scene with Glow':
  129. bloomComposer.renderToScreen = false;
  130. break;
  131. case 'Glow only':
  132. bloomComposer.renderToScreen = true;
  133. break;
  134. case 'Scene only':
  135. // nothing to do
  136. break;
  137. }
  138. render();
  139. } );
  140. var folder = gui.addFolder( 'Bloom Parameters' );
  141. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  142. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  143. } );
  144. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  145. bloomPass.threshold = Number( value );
  146. } );
  147. folder.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
  148. bloomPass.strength = Number( value );
  149. } );
  150. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  151. bloomPass.radius = Number( value );
  152. } );
  153. folder = gui.addFolder( 'Object parameters' );
  154. folder.add( params, 'rows', 1, 20 ).step( 1 ).onChange( setupBoxes );
  155. folder.add( params, 'columns', 1, 20 ).step( 1 ).onChange( setupBoxes );
  156. folder.add( params, 'size', 0.1, 3 ).onChange( setupBoxes );
  157. folder = gui.addFolder( 'Camera Position' );
  158. folder.add( params, 'cameraAngle', 0, 360 ).step( 1 ).onChange( updateCamera );
  159. folder.add( params, 'cameraDistance', 30, 100 ).step( 1 ).onChange( updateCamera );
  160. setupBoxes();
  161. function onDocumentMouseClick( event ) {
  162. event.preventDefault();
  163. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  164. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  165. raycaster.setFromCamera( mouse, camera );
  166. var intersects = raycaster.intersectObjects( scene.children );
  167. if ( intersects.length > 0 ) {
  168. var object = intersects[ 0 ].object;
  169. object.layers.toggle( BLOOM_SCENE );
  170. render();
  171. }
  172. }
  173. function updateCamera() {
  174. var distance = params.cameraDistance;
  175. var angle = params.cameraAngle;
  176. camera.position.x = Math.cos( angle * THREE.Math.DEG2RAD ) * distance;
  177. camera.position.z = Math.sin( angle * THREE.Math.DEG2RAD ) * distance;
  178. camera.lookAt( 0, 0, 0 );
  179. render();
  180. }
  181. window.onresize = function () {
  182. var width = window.innerWidth;
  183. var height = window.innerHeight;
  184. camera.aspect = width / height;
  185. camera.updateProjectionMatrix();
  186. renderer.setSize( width, height );
  187. bloomComposer.setSize( width, height );
  188. finalComposer.setSize( width, height );
  189. render();
  190. };
  191. function setupBoxes() {
  192. var columns = params.columns;
  193. var rows = params.rows;
  194. var size = params.size;
  195. scene.traverse(disposeMaterial);
  196. scene.children.length = 0;
  197. for ( var x = - columns * size / 2; x < columns * size / 2; x += size ) {
  198. for ( var y = - rows * size / 2; y < rows * size / 2; y += size ) {
  199. var box = new THREE.Mesh( getGeometry(), new THREE.MeshBasicMaterial( {
  200. color: Math.floor( Math.random() * 0xffffff )
  201. } ) );
  202. box.position.set( x, y, 0 );
  203. scene.add( box );
  204. if ( Math.random() < 0.125 ) box.layers.enable( BLOOM_SCENE );
  205. }
  206. }
  207. render();
  208. }
  209. function disposeMaterial(obj)
  210. {
  211. if(obj.material)
  212. {
  213. obj.material.dispose();
  214. }
  215. }
  216. function getGeometry()
  217. {
  218. if(geometry === undefined)
  219. {
  220. makeGeometry();
  221. }
  222. else if(geometry.parameters.width !== params.size)
  223. {
  224. geometry.dispose();
  225. makeGeometry();
  226. }
  227. return geometry;
  228. }
  229. function makeGeometry()
  230. {
  231. var size = params.size;
  232. geometry = new THREE.BoxBufferGeometry(size, size, size);
  233. }
  234. function render() {
  235. switch ( params.scene ) {
  236. case 'Scene only':
  237. renderer.render( scene, camera );
  238. break;
  239. case 'Glow only':
  240. renderBloom( false );
  241. break;
  242. case 'Scene with Glow':
  243. default:
  244. // render scene with bloom
  245. renderBloom( true );
  246. // render the entire scene, then render bloom scene on top
  247. finalComposer.render();
  248. break;
  249. }
  250. }
  251. function renderBloom( mask ) {
  252. if ( mask === true ) {
  253. scene.traverse( darkenNonBloomed );
  254. bloomComposer.render();
  255. scene.traverse( restoreMaterial );
  256. } else {
  257. camera.layers.set( BLOOM_SCENE );
  258. bloomComposer.render();
  259. camera.layers.set( ENTIRE_SCENE );
  260. }
  261. }
  262. function darkenNonBloomed( obj ) {
  263. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  264. materials[ obj.uuid ] = obj.material;
  265. obj.material = darkMaterial;
  266. }
  267. }
  268. function restoreMaterial( obj ) {
  269. if ( materials[ obj.uuid ] ) {
  270. obj.material = materials[ obj.uuid ];
  271. delete materials[ obj.uuid ];
  272. }
  273. }
  274. </script>
  275. </body>
  276. </html>