webgl_postprocessing_unreal_bloom_selective.html 7.9 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> Click on a sphere to toggle bloom<br>By <a href="http://github.com/Temdog007" target="_blank" rel="noopener">Temdog007</a>
  12. </div>
  13. <script type="x-shader/x-vertex" id="vertexshader">
  14. varying vec2 vUv;
  15. void main() {
  16. vUv = uv;
  17. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  18. }
  19. </script>
  20. <script type="x-shader/x-fragment" id="fragmentshader">
  21. uniform sampler2D baseTexture;
  22. uniform sampler2D bloomTexture;
  23. varying vec2 vUv;
  24. vec4 getTexture( sampler2D texture ) {
  25. return mapTexelToLinear( texture2D( texture , vUv ) );
  26. }
  27. void main() {
  28. gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture( bloomTexture ) );
  29. }
  30. </script>
  31. <script type="module">
  32. import {
  33. AmbientLight,
  34. Color,
  35. IcosahedronBufferGeometry,
  36. Layers,
  37. Mesh,
  38. MeshBasicMaterial,
  39. PerspectiveCamera,
  40. Raycaster,
  41. ReinhardToneMapping,
  42. Scene,
  43. ShaderMaterial,
  44. Vector2,
  45. WebGLRenderer
  46. } from "../build/three.module.js";
  47. import { GUI } from './jsm/libs/dat.gui.module.js';
  48. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  49. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  50. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  51. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  52. import { UnrealBloomPass } from './jsm/postprocessing/UnrealBloomPass.js';
  53. var scene, camera, controls;
  54. var renderer;
  55. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  56. var bloomLayer = new Layers();
  57. bloomLayer.set( BLOOM_SCENE );
  58. var params = {
  59. exposure: 1,
  60. bloomStrength: 5,
  61. bloomThreshold: 0,
  62. bloomRadius: 0,
  63. scene: "Scene with Glow"
  64. };
  65. var darkMaterial = new MeshBasicMaterial( { color: "black" } );
  66. var materials = {};
  67. renderer = new WebGLRenderer( { antialias: true } );
  68. renderer.setPixelRatio( window.devicePixelRatio );
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. renderer.toneMapping = ReinhardToneMapping;
  71. document.body.appendChild( renderer.domElement );
  72. scene = new Scene();
  73. camera = new PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  74. camera.position.set( 0, 0, 20 );
  75. camera.lookAt( 0, 0, 0 );
  76. controls = new OrbitControls( camera, renderer.domElement );
  77. controls.maxPolarAngle = Math.PI * 0.5;
  78. controls.minDistance = 1;
  79. controls.maxDistance = 100;
  80. controls.addEventListener( 'change', render );
  81. scene.add( new AmbientLight( 0x404040 ) );
  82. var renderScene = new RenderPass( scene, camera );
  83. var bloomPass = new UnrealBloomPass( new Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  84. bloomPass.threshold = params.bloomThreshold;
  85. bloomPass.strength = params.bloomStrength;
  86. bloomPass.radius = params.bloomRadius;
  87. var bloomComposer = new EffectComposer( renderer );
  88. bloomComposer.renderToScreen = false;
  89. bloomComposer.addPass( renderScene );
  90. bloomComposer.addPass( bloomPass );
  91. var finalPass = new ShaderPass(
  92. new ShaderMaterial( {
  93. uniforms: {
  94. baseTexture: { value: null },
  95. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  96. },
  97. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  98. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  99. defines: {}
  100. } ), "baseTexture"
  101. );
  102. finalPass.needsSwap = true;
  103. var finalComposer = new EffectComposer( renderer );
  104. finalComposer.addPass( renderScene );
  105. finalComposer.addPass( finalPass );
  106. var raycaster = new Raycaster();
  107. var mouse = new Vector2();
  108. window.addEventListener( 'click', onDocumentMouseClick, false );
  109. var gui = new GUI();
  110. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  111. switch ( value ) {
  112. case 'Scene with Glow':
  113. bloomComposer.renderToScreen = false;
  114. break;
  115. case 'Glow only':
  116. bloomComposer.renderToScreen = true;
  117. break;
  118. case 'Scene only':
  119. // nothing to do
  120. break;
  121. }
  122. render();
  123. } );
  124. var folder = gui.addFolder( 'Bloom Parameters' );
  125. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  126. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  127. render();
  128. } );
  129. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  130. bloomPass.threshold = Number( value );
  131. render();
  132. } );
  133. folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
  134. bloomPass.strength = Number( value );
  135. render();
  136. } );
  137. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  138. bloomPass.radius = Number( value );
  139. render();
  140. } );
  141. setupScene();
  142. function onDocumentMouseClick( event ) {
  143. event.preventDefault();
  144. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  145. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  146. raycaster.setFromCamera( mouse, camera );
  147. var intersects = raycaster.intersectObjects( scene.children );
  148. if ( intersects.length > 0 ) {
  149. var object = intersects[ 0 ].object;
  150. object.layers.toggle( BLOOM_SCENE );
  151. render();
  152. }
  153. }
  154. window.onresize = function () {
  155. var width = window.innerWidth;
  156. var height = window.innerHeight;
  157. camera.aspect = width / height;
  158. camera.updateProjectionMatrix();
  159. renderer.setSize( width, height );
  160. bloomComposer.setSize( width, height );
  161. finalComposer.setSize( width, height );
  162. render();
  163. };
  164. function setupScene() {
  165. scene.traverse( disposeMaterial );
  166. scene.children.length = 0;
  167. var geometry = new IcosahedronBufferGeometry( 1, 4 );
  168. for ( var i = 0; i < 50; i ++ ) {
  169. var color = new Color();
  170. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  171. var material = new MeshBasicMaterial( { color: color } );
  172. var sphere = new Mesh( geometry, material );
  173. sphere.position.x = Math.random() * 10 - 5;
  174. sphere.position.y = Math.random() * 10 - 5;
  175. sphere.position.z = Math.random() * 10 - 5;
  176. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  177. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  178. scene.add( sphere );
  179. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  180. }
  181. render();
  182. }
  183. function disposeMaterial( obj ) {
  184. if ( obj.material ) {
  185. obj.material.dispose();
  186. }
  187. }
  188. function render() {
  189. switch ( params.scene ) {
  190. case 'Scene only':
  191. renderer.render( scene, camera );
  192. break;
  193. case 'Glow only':
  194. renderBloom( false );
  195. break;
  196. case 'Scene with Glow':
  197. default:
  198. // render scene with bloom
  199. renderBloom( true );
  200. // render the entire scene, then render bloom scene on top
  201. finalComposer.render();
  202. break;
  203. }
  204. }
  205. function renderBloom( mask ) {
  206. if ( mask === true ) {
  207. scene.traverse( darkenNonBloomed );
  208. bloomComposer.render();
  209. scene.traverse( restoreMaterial );
  210. } else {
  211. camera.layers.set( BLOOM_SCENE );
  212. bloomComposer.render();
  213. camera.layers.set( ENTIRE_SCENE );
  214. }
  215. }
  216. function darkenNonBloomed( obj ) {
  217. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  218. materials[ obj.uuid ] = obj.material;
  219. obj.material = darkMaterial;
  220. }
  221. }
  222. function restoreMaterial( obj ) {
  223. if ( materials[ obj.uuid ] ) {
  224. obj.material = materials[ obj.uuid ];
  225. delete materials[ obj.uuid ];
  226. }
  227. }
  228. </script>
  229. </body>
  230. </html>