webgl_postprocessing_unreal_bloom_selective.html 9.4 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/stats.min.js"></script>
  41. <script src="js/libs/dat.gui.min.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 glowTexture;
  58. uniform sampler2D maskTexture;
  59. varying vec2 vUv;
  60. bool isVisible(vec4 color) {
  61. return color.a < 1.0 || color.r > 0.0;
  62. }
  63. vec4 getTexture( sampler2D texture ) {
  64. return mapTexelToLinear( texture2D( texture , vUv ) );
  65. }
  66. void main() {
  67. vec4 mask = getTexture( maskTexture );
  68. vec4 texel = getTexture( baseTexture );
  69. gl_FragColor = isVisible( mask ) ? ( texel + vec4( 1.0 ) * getTexture( glowTexture ) ) : texel;
  70. }
  71. </script>
  72. <script>
  73. var scene, camera, stats;
  74. var renderer;
  75. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  76. var bloomLayer = new THREE.Layers();
  77. bloomLayer.set( BLOOM_SCENE );
  78. var params = {
  79. exposure: 1,
  80. bloomStrength: 1.5,
  81. bloomThreshold: 0,
  82. bloomRadius: 0,
  83. rows: 6,
  84. columns: 6,
  85. size: 2,
  86. cameraAngle: 90,
  87. scene: "Scene with Glow"
  88. };
  89. var lightMaterial = new THREE.MeshBasicMaterial( { color: "red" } );
  90. var darkMaterial = new THREE.MeshBasicMaterial( { color: "blue" } );
  91. var materials = {};
  92. var container = document.getElementById( 'container' );
  93. stats = new Stats();
  94. container.appendChild( stats.dom );
  95. renderer = new THREE.WebGLRenderer( { antialias: true } );
  96. renderer.setPixelRatio( window.devicePixelRatio );
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. renderer.toneMapping = THREE.ReinhardToneMapping;
  99. document.body.appendChild( renderer.domElement );
  100. scene = new THREE.Scene();
  101. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
  102. camera.position.set( 0, 0, 30 );
  103. camera.lookAt( 0, 0, 0 );
  104. camera.updateProjectionMatrix();
  105. scene.add( new THREE.AmbientLight( 0x404040 ) );
  106. var renderScene = new THREE.RenderPass( scene, camera );
  107. var maskRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
  108. minFilter: THREE.LinearFilter,
  109. magFilter: THREE.LinearFilter,
  110. format: THREE.RGBAFormat,
  111. stencilBuffer: false
  112. } );
  113. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  114. bloomPass.threshold = params.bloomThreshold;
  115. bloomPass.strength = params.bloomStrength;
  116. bloomPass.radius = params.bloomRadius;
  117. var bloomComposer = new THREE.EffectComposer( renderer );
  118. bloomComposer.renderToScreen = false;
  119. bloomComposer.setSize( window.innerWidth, window.innerHeight );
  120. bloomComposer.addPass( renderScene );
  121. bloomComposer.addPass( bloomPass );
  122. var finalPass = new THREE.ShaderPass(
  123. new THREE.ShaderMaterial( {
  124. uniforms: {
  125. baseTexture: { value: null },
  126. glowTexture: { value: bloomComposer.renderTarget2.texture },
  127. maskTexture: { value: maskRenderTarget.texture }
  128. },
  129. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  130. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  131. defines: {}
  132. } ), "baseTexture"
  133. );
  134. finalPass.needsSwap = true;
  135. var finalComposer = new THREE.EffectComposer( renderer );
  136. finalComposer.setSize( window.innerWidth, window.innerHeight );
  137. finalComposer.addPass( renderScene );
  138. finalComposer.addPass( finalPass );
  139. setupBoxes();
  140. var raycaster = new THREE.Raycaster();
  141. var mouse = new THREE.Vector2();
  142. window.addEventListener( 'click', onDocumentMouseClick, false );
  143. var gui = new dat.GUI();
  144. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Mask only', 'Scene only' ] ).onChange( function ( value ) {
  145. switch ( value ) {
  146. case 'Scene with Glow':
  147. bloomComposer.renderToScreen = false;
  148. break;
  149. case 'Glow only':
  150. bloomComposer.renderToScreen = true;
  151. break;
  152. case 'Scene only':
  153. case 'Mask only':
  154. // nothing to do
  155. break;
  156. }
  157. } );
  158. var folder = gui.addFolder( 'Bloom Parameters' );
  159. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  160. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  161. } );
  162. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  163. bloomPass.threshold = Number( value );
  164. } );
  165. folder.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
  166. bloomPass.strength = Number( value );
  167. } );
  168. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  169. bloomPass.radius = Number( value );
  170. } );
  171. folder = gui.addFolder( 'Object parameters' );
  172. folder.add( params, 'rows', 1, 20 ).step( 1 ).onChange( setupBoxes );
  173. folder.add( params, 'columns', 1, 20 ).step( 1 ).onChange( setupBoxes );
  174. folder.add( params, 'size', 0.1, 3 ).onChange( setupBoxes );
  175. folder = gui.addFolder( 'Camera Position' );
  176. folder.add( params, 'cameraAngle', 0, 360 ).step( 1 ).onChange( function ( value ) {
  177. camera.position.x = Math.cos( value * THREE.Math.DEG2RAD ) * 30;
  178. camera.position.z = Math.sin( value * THREE.Math.DEG2RAD ) * 30;
  179. camera.lookAt( 0, 0, 0 );
  180. camera.updateProjectionMatrix();
  181. } );
  182. animate();
  183. function onDocumentMouseClick( event ) {
  184. event.preventDefault();
  185. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  186. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  187. raycaster.setFromCamera( mouse, camera );
  188. var intersects = raycaster.intersectObjects( scene.children );
  189. if ( intersects.length > 0 ) {
  190. var object = intersects[ 0 ].object;
  191. object.layers.toggle( BLOOM_SCENE );
  192. }
  193. }
  194. window.onresize = function () {
  195. var width = window.innerWidth;
  196. var height = window.innerHeight;
  197. camera.aspect = width / height;
  198. camera.updateProjectionMatrix();
  199. renderer.setSize( width, height );
  200. maskRenderTarget.setSize( width, height );
  201. bloomComposer.setSize( width, height );
  202. finalComposer.setSize( width, height );
  203. };
  204. function setupBoxes() {
  205. var columns = params.columns;
  206. var rows = params.rows;
  207. var size = params.size;
  208. scene.children.length = 0;
  209. for ( var x = - columns * size / 2; x < columns * size / 2; x += size ) {
  210. for ( var y = - rows * size / 2; y < rows * size / 2; y += size ) {
  211. var box = new THREE.Mesh( new THREE.BoxBufferGeometry( size, size, size ), new THREE.MeshBasicMaterial( {
  212. color: Math.floor( Math.random() * 0xffffff )
  213. } ) );
  214. box.position.set( x, y, 0 );
  215. scene.add( box );
  216. if ( Math.random() < 0.5 ) box.layers.enable( BLOOM_SCENE );
  217. }
  218. }
  219. }
  220. function animate() {
  221. requestAnimationFrame( animate );
  222. stats.update();
  223. switch ( params.scene ) {
  224. case 'Mask only':
  225. renderMask( null );
  226. break;
  227. case 'Scene only':
  228. renderer.setRenderTarget( null );
  229. renderer.render( scene, camera );
  230. break;
  231. case 'Glow only':
  232. renderBloom();
  233. break;
  234. case 'Scene with Glow':
  235. default:
  236. // render scene with bloom
  237. renderBloom();
  238. // render scene masked
  239. renderMask( maskRenderTarget );
  240. // render the entire scene
  241. // render bloom on top of scene but only where isn't masked
  242. finalComposer.render();
  243. break;
  244. }
  245. }
  246. function renderBloom() {
  247. camera.layers.set( BLOOM_SCENE );
  248. bloomComposer.render();
  249. }
  250. function renderMask( renderTarget ) {
  251. camera.layers.set( ENTIRE_SCENE );
  252. scene.traverse( maskMaterial );
  253. renderer.setRenderTarget( renderTarget );
  254. renderer.render( scene, camera );
  255. scene.traverse( restoreMaterial );
  256. }
  257. function maskMaterial( obj ) {
  258. if ( obj.isMesh ) {
  259. materials[ obj.uuid ] = obj.material;
  260. obj.material = bloomLayer.test( obj.layers ) ? lightMaterial : darkMaterial;
  261. }
  262. }
  263. function restoreMaterial( obj ) {
  264. if ( obj.isMesh ) {
  265. obj.material = materials[ obj.uuid ];
  266. }
  267. }
  268. </script>
  269. </body>
  270. </html>