webgl_postprocessing_unreal_bloom_selective.html 8.0 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
  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 shadowTexture;
  59. uniform vec3 color;
  60. uniform float intensity;
  61. varying vec2 vUv;
  62. void main() {
  63. //vec4 shadow = texture2D(shadowTexture, vUv);
  64. //if(shadow.a > 0.0) {discard;}
  65. gl_FragColor = texture2D(baseTexture, vUv) + vec4(color, 1.0) * texture2D(glowTexture, vUv) * intensity;
  66. }
  67. </script>
  68. <script>
  69. var scene, camera, stats;
  70. var renderer;
  71. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1, SHADOW_SCENE = 2;
  72. var params = {
  73. exposure: 1,
  74. bloomStrength: 1.5,
  75. bloomThreshold: 0,
  76. bloomRadius: 0,
  77. showBloom : true,
  78. rows : 6,
  79. columns : 6,
  80. size : 2,
  81. cameraAngle : Math.PI * 0.5
  82. };
  83. var container = document.getElementById( 'container' );
  84. stats = new Stats();
  85. container.appendChild( stats.dom );
  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, 100 );
  93. camera.position.set( 0, 0, 30 );
  94. camera.lookAt(0,0,0);
  95. camera.updateProjectionMatrix();
  96. scene.add( new THREE.AmbientLight( 0x404040 ) );
  97. var renderScene = new THREE.RenderPass( scene, camera );
  98. var shadowComposer = new THREE.EffectComposer( renderer);
  99. shadowComposer.renderToScreen = false;
  100. shadowComposer.setSize( window.innerWidth, window.innerHeight );
  101. shadowComposer.addPass( renderScene );
  102. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  103. bloomPass.threshold = params.bloomThreshold;
  104. bloomPass.strength = params.bloomStrength;
  105. bloomPass.radius = params.bloomRadius;
  106. var bloomComposer = new THREE.EffectComposer( renderer);
  107. bloomComposer.renderToScreen = false;
  108. bloomComposer.setSize( window.innerWidth, window.innerHeight );
  109. bloomComposer.addPass( renderScene );
  110. bloomComposer.addPass( bloomPass );
  111. var finalPass = new THREE.ShaderPass(
  112. new THREE.ShaderMaterial({
  113. uniforms : {
  114. baseTexture : {value : null},
  115. glowTexture: { value : bloomComposer.renderTarget2.texture},
  116. // shadowTexture: {value : shadowComposer.renderTarget2.texture},
  117. intensity : {value : 1.0},
  118. color : {value : new THREE.Color(1.0, 1.0, 1.0)}
  119. },
  120. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  121. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  122. defines: {}
  123. }), "baseTexture"
  124. );
  125. finalPass.needsSwap = true;
  126. var finalComposer = new THREE.EffectComposer( renderer);
  127. finalComposer.setSize( window.innerWidth, window.innerHeight );
  128. finalComposer.addPass( renderScene );
  129. finalComposer.addPass( finalPass );
  130. setupBoxes();
  131. var raycaster = new THREE.Raycaster();
  132. var mouse = new THREE.Vector2();
  133. window.addEventListener('click', onDocumentMouseClick, false);
  134. var gui = new dat.GUI();
  135. var folder = gui.addFolder('Bloom Parameters')
  136. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  137. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  138. } );
  139. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  140. bloomPass.threshold = Number( value );
  141. } );
  142. folder.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
  143. bloomPass.strength = Number( value );
  144. } );
  145. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  146. bloomPass.radius = Number( value );
  147. } );
  148. folder.add( params, 'showBloom').onChange(function(value)
  149. {
  150. finalPass.enabled = value;
  151. });
  152. folder.open();
  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, Math.PI * 2).step(0.001).onChange(function(value)
  159. {
  160. camera.position.x = Math.cos(value) * 30;
  161. camera.position.z = Math.sin(value) * 30;
  162. camera.lookAt(0,0,0);
  163. camera.updateProjectionMatrix();
  164. })
  165. animate();
  166. function onDocumentMouseClick( event ) {
  167. event.preventDefault();
  168. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  169. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  170. raycaster.setFromCamera(mouse, camera);
  171. var intersects = raycaster.intersectObjects(scene.children);
  172. if(intersects.length > 0)
  173. {
  174. var object = intersects[0].object;
  175. object.layers.toggle(BLOOM_SCENE);
  176. if(object.layers.test(BLOOM_SCENE))
  177. {
  178. object.layers.disable(SHADOW_SCENE);
  179. }
  180. else
  181. {
  182. object.layers.enable(SHADOW_SCENE);
  183. }
  184. }
  185. }
  186. window.onresize = function () {
  187. var width = window.innerWidth;
  188. var height = window.innerHeight;
  189. camera.aspect = width / height;
  190. camera.updateProjectionMatrix();
  191. renderer.setSize( width, height );
  192. // render targets are resized by respective composers
  193. bloomComposer.setSize( width, height );
  194. finalComposer.setSize(width, height);
  195. };
  196. function setupBoxes()
  197. {
  198. var columns = params.columns;
  199. var rows = params.rows;
  200. var size = params.size;
  201. scene.children.length = 0;
  202. for(var x = -columns * size / 2; x < columns * size / 2; x += size)
  203. {
  204. for(var y = -rows * size / 2; y < rows * size / 2; y += size)
  205. {
  206. var box = new THREE.Mesh(new THREE.BoxBufferGeometry(size,size,size), new THREE.MeshBasicMaterial({
  207. color: Math.floor(Math.random() * 0xffffff)
  208. }));
  209. box.layers.enable(SHADOW_SCENE);
  210. box.position.set(x,y,0);
  211. scene.add(box);
  212. }
  213. }
  214. }
  215. function animate() {
  216. requestAnimationFrame( animate );
  217. stats.update();
  218. // render scene with shadows
  219. camera.layers.set(SHADOW_SCENE);
  220. shadowComposer.render();
  221. // render scene with bloom
  222. camera.layers.set(BLOOM_SCENE);
  223. bloomComposer.render();
  224. // render scene the entire scene
  225. // render bloom on top of scene but discard pixels where the shadows are present
  226. camera.layers.set(ENTIRE_SCENE);
  227. finalComposer.render();
  228. }
  229. </script>
  230. </body>
  231. </html>