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