webgl_postprocessing_unreal_bloom_selective.html 8.8 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 bloomTexture;
  58. varying vec2 vUv;
  59. vec4 getTexture( sampler2D texture ) {
  60. return mapTexelToLinear( texture2D( texture , vUv ) );
  61. }
  62. void main() {
  63. gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture( bloomTexture ) );
  64. }
  65. </script>
  66. <script>
  67. var scene, camera, stats;
  68. var renderer;
  69. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  70. var bloomLayer = new THREE.Layers();
  71. bloomLayer.set( BLOOM_SCENE );
  72. var params = {
  73. exposure: 1,
  74. bloomStrength: 1.5,
  75. bloomThreshold: 0,
  76. bloomRadius: 0,
  77. rows: 6,
  78. columns: 6,
  79. size: 2,
  80. cameraAngle: 90,
  81. cameraDistance: 30,
  82. scene: "Scene with Glow"
  83. };
  84. var darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
  85. var materials = {};
  86. var container = document.getElementById( 'container' );
  87. stats = new Stats();
  88. container.appendChild( stats.dom );
  89. renderer = new THREE.WebGLRenderer( { antialias: true } );
  90. renderer.setPixelRatio( window.devicePixelRatio );
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. renderer.toneMapping = THREE.ReinhardToneMapping;
  93. document.body.appendChild( renderer.domElement );
  94. scene = new THREE.Scene();
  95. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  96. camera.position.set( 0, 0, 30 );
  97. camera.lookAt( 0, 0, 0 );
  98. scene.add( new THREE.AmbientLight( 0x404040 ) );
  99. var renderScene = new THREE.RenderPass( scene, camera );
  100. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  101. bloomPass.threshold = params.bloomThreshold;
  102. bloomPass.strength = params.bloomStrength;
  103. bloomPass.radius = params.bloomRadius;
  104. var bloomComposer = new THREE.EffectComposer( renderer );
  105. bloomComposer.renderToScreen = false;
  106. bloomComposer.setSize( window.innerWidth, window.innerHeight );
  107. bloomComposer.addPass( renderScene );
  108. bloomComposer.addPass( bloomPass );
  109. var finalPass = new THREE.ShaderPass(
  110. new THREE.ShaderMaterial( {
  111. uniforms: {
  112. baseTexture: { value: null },
  113. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  114. },
  115. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  116. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  117. defines: {}
  118. } ), "baseTexture"
  119. );
  120. finalPass.needsSwap = true;
  121. var finalComposer = new THREE.EffectComposer( renderer );
  122. finalComposer.setSize( window.innerWidth, window.innerHeight );
  123. finalComposer.addPass( renderScene );
  124. finalComposer.addPass( finalPass );
  125. setupBoxes();
  126. var raycaster = new THREE.Raycaster();
  127. var mouse = new THREE.Vector2();
  128. window.addEventListener( 'click', onDocumentMouseClick, false );
  129. var gui = new dat.GUI();
  130. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  131. switch ( value ) {
  132. case 'Scene with Glow':
  133. bloomComposer.renderToScreen = false;
  134. break;
  135. case 'Glow only':
  136. bloomComposer.renderToScreen = true;
  137. break;
  138. case 'Scene only':
  139. // nothing to do
  140. break;
  141. }
  142. } );
  143. var folder = gui.addFolder( 'Bloom Parameters' );
  144. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  145. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  146. } );
  147. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  148. bloomPass.threshold = Number( value );
  149. } );
  150. folder.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
  151. bloomPass.strength = Number( value );
  152. } );
  153. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  154. bloomPass.radius = Number( value );
  155. } );
  156. folder = gui.addFolder( 'Object parameters' );
  157. folder.add( params, 'rows', 1, 20 ).step( 1 ).onChange( setupBoxes );
  158. folder.add( params, 'columns', 1, 20 ).step( 1 ).onChange( setupBoxes );
  159. folder.add( params, 'size', 0.1, 3 ).onChange( setupBoxes );
  160. folder = gui.addFolder( 'Camera Position' );
  161. folder.add( params, 'cameraAngle', 0, 360 ).step( 1 ).onChange( updateCamera );
  162. folder.add( params, 'cameraDistance', 30, 100 ).step( 1 ).onChange( updateCamera );
  163. animate();
  164. function onDocumentMouseClick( event ) {
  165. event.preventDefault();
  166. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  167. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  168. raycaster.setFromCamera( mouse, camera );
  169. var intersects = raycaster.intersectObjects( scene.children );
  170. if ( intersects.length > 0 ) {
  171. var object = intersects[ 0 ].object;
  172. object.layers.toggle( BLOOM_SCENE );
  173. }
  174. }
  175. function updateCamera() {
  176. var distance = params.cameraDistance;
  177. var angle = params.cameraAngle;
  178. camera.position.x = Math.cos( angle * THREE.Math.DEG2RAD ) * distance;
  179. camera.position.z = Math.sin( angle * THREE.Math.DEG2RAD ) * distance;
  180. camera.lookAt( 0, 0, 0 );
  181. }
  182. window.onresize = function () {
  183. var width = window.innerWidth;
  184. var height = window.innerHeight;
  185. camera.aspect = width / height;
  186. camera.updateProjectionMatrix();
  187. renderer.setSize( width, height );
  188. bloomComposer.setSize( width, height );
  189. finalComposer.setSize( width, height );
  190. };
  191. function setupBoxes() {
  192. var columns = params.columns;
  193. var rows = params.rows;
  194. var size = params.size;
  195. scene.children.length = 0;
  196. for ( var x = - columns * size / 2; x < columns * size / 2; x += size ) {
  197. for ( var y = - rows * size / 2; y < rows * size / 2; y += size ) {
  198. var box = new THREE.Mesh( new THREE.BoxBufferGeometry( size, size, size ), new THREE.MeshBasicMaterial( {
  199. color: Math.floor( Math.random() * 0xffffff )
  200. } ) );
  201. box.position.set( x, y, 0 );
  202. scene.add( box );
  203. if ( Math.random() < 0.125 ) box.layers.enable( BLOOM_SCENE );
  204. }
  205. }
  206. }
  207. function animate() {
  208. requestAnimationFrame( animate );
  209. stats.update();
  210. switch ( params.scene ) {
  211. case 'Scene only':
  212. renderer.render( scene, camera );
  213. break;
  214. case 'Glow only':
  215. renderBloom( false );
  216. break;
  217. case 'Scene with Glow':
  218. default:
  219. // render scene with bloom
  220. renderBloom( true );
  221. // render the entire scene, then render bloom scene on top
  222. finalComposer.render();
  223. break;
  224. }
  225. }
  226. function renderBloom( mask ) {
  227. if ( mask === true ) {
  228. scene.traverse( darkenNonBloomed );
  229. bloomComposer.render();
  230. scene.traverse( restoreMaterial );
  231. } else {
  232. camera.layers.set( BLOOM_SCENE );
  233. bloomComposer.render();
  234. camera.layers.set( ENTIRE_SCENE );
  235. }
  236. }
  237. function darkenNonBloomed( obj ) {
  238. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  239. materials[ obj.uuid ] = obj.material;
  240. obj.material = darkMaterial;
  241. }
  242. }
  243. function restoreMaterial( obj ) {
  244. if ( materials[ obj.uuid ] ) {
  245. obj.material = materials[ obj.uuid ];
  246. delete materials[ obj.uuid ];
  247. }
  248. }
  249. </script>
  250. </body>
  251. </html>