webgl_postprocessing_unreal_bloom_selective.html 8.3 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/dat.gui.min.js"></script>
  41. <script src="js/controls/OrbitControls.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, geometry, controls;
  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: 5,
  75. bloomThreshold: 0,
  76. bloomRadius: 0,
  77. scene: "Scene with Glow"
  78. };
  79. var darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
  80. var materials = {};
  81. var container = document.getElementById( 'container' );
  82. renderer = new THREE.WebGLRenderer( { antialias: true } );
  83. renderer.setPixelRatio( window.devicePixelRatio );
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. renderer.toneMapping = THREE.ReinhardToneMapping;
  86. document.body.appendChild( renderer.domElement );
  87. scene = new THREE.Scene();
  88. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  89. camera.position.set( 0, 0, 20 );
  90. camera.lookAt( 0, 0, 0 );
  91. controls = new THREE.OrbitControls( camera, renderer.domElement );
  92. controls.maxPolarAngle = Math.PI * 0.5;
  93. controls.minDistance = 1;
  94. controls.maxDistance = 100;
  95. controls.addEventListener( 'change', render );
  96. scene.add( new THREE.AmbientLight( 0x404040 ) );
  97. var renderScene = new THREE.RenderPass( scene, camera );
  98. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  99. bloomPass.threshold = params.bloomThreshold;
  100. bloomPass.strength = params.bloomStrength;
  101. bloomPass.radius = params.bloomRadius;
  102. var bloomComposer = new THREE.EffectComposer( renderer );
  103. bloomComposer.renderToScreen = false;
  104. bloomComposer.addPass( renderScene );
  105. bloomComposer.addPass( bloomPass );
  106. var finalPass = new THREE.ShaderPass(
  107. new THREE.ShaderMaterial( {
  108. uniforms: {
  109. baseTexture: { value: null },
  110. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  111. },
  112. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  113. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  114. defines: {}
  115. } ), "baseTexture"
  116. );
  117. finalPass.needsSwap = true;
  118. var finalComposer = new THREE.EffectComposer( renderer );
  119. finalComposer.addPass( renderScene );
  120. finalComposer.addPass( finalPass );
  121. var raycaster = new THREE.Raycaster();
  122. var mouse = new THREE.Vector2();
  123. window.addEventListener( 'click', onDocumentMouseClick, false );
  124. var gui = new dat.GUI();
  125. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  126. switch ( value ) {
  127. case 'Scene with Glow':
  128. bloomComposer.renderToScreen = false;
  129. break;
  130. case 'Glow only':
  131. bloomComposer.renderToScreen = true;
  132. break;
  133. case 'Scene only':
  134. // nothing to do
  135. break;
  136. }
  137. render();
  138. } );
  139. var folder = gui.addFolder( 'Bloom Parameters' );
  140. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  141. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  142. render();
  143. } );
  144. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  145. bloomPass.threshold = Number( value );
  146. render();
  147. } );
  148. folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
  149. bloomPass.strength = Number( value );
  150. render();
  151. } );
  152. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  153. bloomPass.radius = Number( value );
  154. render();
  155. } );
  156. setupScene();
  157. function onDocumentMouseClick( event ) {
  158. event.preventDefault();
  159. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  160. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  161. raycaster.setFromCamera( mouse, camera );
  162. var intersects = raycaster.intersectObjects( scene.children );
  163. if ( intersects.length > 0 ) {
  164. var object = intersects[ 0 ].object;
  165. object.layers.toggle( BLOOM_SCENE );
  166. render();
  167. }
  168. }
  169. window.onresize = function () {
  170. var width = window.innerWidth;
  171. var height = window.innerHeight;
  172. camera.aspect = width / height;
  173. camera.updateProjectionMatrix();
  174. renderer.setSize( width, height );
  175. bloomComposer.setSize( width, height );
  176. finalComposer.setSize( width, height );
  177. render();
  178. };
  179. function setupScene() {
  180. var minLightness = 0;
  181. var maxLightness = 0.1;
  182. scene.traverse( disposeMaterial );
  183. scene.children.length = 0;
  184. var geometry = new THREE.IcosahedronBufferGeometry( 1, 4 );
  185. for ( var i = 0; i < 50; i ++ ) {
  186. var color = new THREE.Color();
  187. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  188. var material = new THREE.MeshBasicMaterial( { color: color } );
  189. var box = new THREE.Mesh( geometry, material );
  190. box.position.x = Math.random() * 10 - 5;
  191. box.position.y = Math.random() * 10 - 5;
  192. box.position.z = Math.random() * 10 - 5;
  193. box.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  194. box.scale.setScalar( Math.random() * Math.random() + 0.5 );
  195. scene.add( box );
  196. if ( Math.random() < 0.25 ) box.layers.enable( BLOOM_SCENE );
  197. }
  198. render();
  199. }
  200. function disposeMaterial( obj ) {
  201. if ( obj.material ) {
  202. obj.material.dispose();
  203. }
  204. }
  205. function render() {
  206. switch ( params.scene ) {
  207. case 'Scene only':
  208. renderer.render( scene, camera );
  209. break;
  210. case 'Glow only':
  211. renderBloom( false );
  212. break;
  213. case 'Scene with Glow':
  214. default:
  215. // render scene with bloom
  216. renderBloom( true );
  217. // render the entire scene, then render bloom scene on top
  218. finalComposer.render();
  219. break;
  220. }
  221. }
  222. function renderBloom( mask ) {
  223. if ( mask === true ) {
  224. scene.traverse( darkenNonBloomed );
  225. bloomComposer.render();
  226. scene.traverse( restoreMaterial );
  227. } else {
  228. camera.layers.set( BLOOM_SCENE );
  229. bloomComposer.render();
  230. camera.layers.set( ENTIRE_SCENE );
  231. }
  232. }
  233. function darkenNonBloomed( obj ) {
  234. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  235. materials[ obj.uuid ] = obj.material;
  236. obj.material = darkMaterial;
  237. }
  238. }
  239. function restoreMaterial( obj ) {
  240. if ( materials[ obj.uuid ] ) {
  241. obj.material = materials[ obj.uuid ];
  242. delete materials[ obj.uuid ];
  243. }
  244. }
  245. </script>
  246. </body>
  247. </html>