webgl_postprocessing_unreal_bloom.html 7.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>threejs webgl - materials - hdr environment mapping</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. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. text-align:center;
  15. font-weight: bold;
  16. }
  17. a {
  18. color:#00ff78;
  19. }
  20. #info {
  21. color: #fff;
  22. position: absolute;
  23. top: 10px;
  24. width: 100%;
  25. text-align: center;
  26. display:block;
  27. }
  28. .dg.ac {
  29. z-index: 1 !important; /* FIX DAT.GUI */
  30. }
  31. </style>
  32. </head>
  33. <body>
  34. <script src="../build/three.js"></script>
  35. <script src="js/controls/OrbitControls.js"></script>
  36. <script src="js/loaders/RGBELoader.js"></script>
  37. <script src="js/loaders/HDRCubeTextureLoader.js"></script>
  38. <script src="js/Detector.js"></script>
  39. <script src="js/libs/stats.min.js"></script>
  40. <script src="js/pmrem/PMREMGenerator.js"></script>
  41. <script src="js/pmrem/PMREMCubeUVPacker.js"></script>
  42. <script src="js/libs/dat.gui.min.js"></script>
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/postprocessing/RenderPass.js"></script>
  45. <script src="js/postprocessing/MaskPass.js"></script>
  46. <script src="js/postprocessing/ShaderPass.js"></script>
  47. <script src="js/shaders/CopyShader.js"></script>
  48. <script src="js/shaders/FXAAShader.js"></script>
  49. <script src="js/shaders/ConvolutionShader.js"></script>
  50. <script src="js/shaders/LuminosityHighPassShader.js"></script>
  51. <script src="js/postprocessing/UnrealBloomPass.js"></script>
  52. <div id="info">
  53. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Bloom pass by <a href="http://eduperiment.com" target="_blank" rel="noopener">Prashant Sharma</a> and <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
  54. This Bloom Pass is inspired by the bloom pass of the Unreal Engine. It creates a mip map chain of bloom textures and blur them <br>
  55. with different radii. Because of the weigted combination of mips, and since larger blurs are done on higher mips this bloom <br>
  56. is better in quality and performance.<br>
  57. </div>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var container, stats;
  61. var params = {
  62. projection: 'normal',
  63. background: false,
  64. exposure: 0.9,
  65. bloomStrength: 1.5,
  66. bloomThreshold: 0.85,
  67. bloomRadius: 0.4
  68. };
  69. var camera, scene, renderer, controls, objects = [];
  70. var effectFXAA, bloomPass, renderScene;
  71. var hdrCubeMap;
  72. var composer;
  73. var standardMaterial;
  74. var hdrCubeRenderTarget;
  75. init();
  76. animate();
  77. function init() {
  78. container = document.createElement( 'div' );
  79. document.body.appendChild( container );
  80. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
  81. camera.position.set( 0.0, 35, 35 * 3.5 );
  82. scene = new THREE.Scene();
  83. scene.background = new THREE.Color( 0x111111 );
  84. renderer = new THREE.WebGLRenderer();
  85. renderer.toneMapping = THREE.LinearToneMapping;
  86. standardMaterial = new THREE.MeshStandardMaterial( {
  87. map: null,
  88. color: 0xffffff,
  89. metalness: 1.0
  90. } );
  91. var geometry = new THREE.TorusKnotGeometry( 18, 8, 150, 20 );
  92. var torusMesh1 = new THREE.Mesh( geometry, standardMaterial );
  93. torusMesh1.position.x = 0.0;
  94. torusMesh1.castShadow = true;
  95. torusMesh1.receiveShadow = true;
  96. scene.add( torusMesh1 );
  97. objects.push( torusMesh1 );
  98. var textureLoader = new THREE.TextureLoader();
  99. textureLoader.load( './textures/roughness_map.jpg', function ( map ) {
  100. map.wrapS = THREE.RepeatWrapping;
  101. map.wrapT = THREE.RepeatWrapping;
  102. map.anisotropy = 4;
  103. map.repeat.set( 9, 2 );
  104. standardMaterial.roughnessMap = map;
  105. standardMaterial.bumpMap = map;
  106. standardMaterial.needsUpdate = true;
  107. } );
  108. var genCubeUrls = function ( prefix, postfix ) {
  109. return [
  110. prefix + 'px' + postfix, prefix + 'nx' + postfix,
  111. prefix + 'py' + postfix, prefix + 'ny' + postfix,
  112. prefix + 'pz' + postfix, prefix + 'nz' + postfix
  113. ];
  114. };
  115. var hdrUrls = genCubeUrls( './textures/cube/pisaHDR/', '.hdr' );
  116. new THREE.HDRCubeTextureLoader().load( THREE.UnsignedByteType, hdrUrls, function ( hdrCubeMap ) {
  117. var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap );
  118. pmremGenerator.update( renderer );
  119. var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
  120. pmremCubeUVPacker.update( renderer );
  121. hdrCubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
  122. } );
  123. // Lights
  124. scene.add( new THREE.AmbientLight( 0xffffff, 0.1 ) );
  125. var spotLight = new THREE.SpotLight( 0xffffff, 1 );
  126. spotLight.position.set( 50, 100, 50 );
  127. spotLight.angle = Math.PI / 7;
  128. spotLight.penumbra = 0.8;
  129. spotLight.castShadow = true;
  130. scene.add( spotLight );
  131. renderer.setPixelRatio( window.devicePixelRatio );
  132. renderer.setSize( window.innerWidth, window.innerHeight );
  133. renderer.shadowMap.enabled = true;
  134. container.appendChild( renderer.domElement );
  135. renderScene = new THREE.RenderPass( scene, camera );
  136. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  137. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
  138. bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 ); //1.0, 9, 0.5, 512);
  139. bloomPass.renderToScreen = true;
  140. composer = new THREE.EffectComposer( renderer );
  141. composer.setSize( window.innerWidth, window.innerHeight );
  142. composer.addPass( renderScene );
  143. composer.addPass( effectFXAA );
  144. composer.addPass( bloomPass );
  145. renderer.gammaInput = true;
  146. renderer.gammaOutput = true;
  147. stats = new Stats();
  148. container.appendChild( stats.dom );
  149. controls = new THREE.OrbitControls( camera, renderer.domElement );
  150. controls.minDistance = 50;
  151. controls.maxDistance = 200;
  152. window.addEventListener( 'resize', onWindowResize, false );
  153. var gui = new dat.GUI();
  154. gui.add( params, 'exposure', 0.1, 2 );
  155. gui.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  156. bloomPass.threshold = Number( value );
  157. } );
  158. gui.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function ( value ) {
  159. bloomPass.strength = Number( value );
  160. } );
  161. gui.add( params, 'bloomRadius', 0.0, 1.0 ).onChange( function ( value ) {
  162. bloomPass.radius = Number( value );
  163. } );
  164. gui.open();
  165. }
  166. function onWindowResize() {
  167. var width = window.innerWidth;
  168. var height = window.innerHeight;
  169. camera.aspect = width / height;
  170. camera.updateProjectionMatrix();
  171. renderer.setSize( width, height );
  172. composer.setSize( width, height );
  173. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
  174. }
  175. //
  176. function animate() {
  177. requestAnimationFrame( animate );
  178. stats.begin();
  179. render();
  180. stats.end();
  181. }
  182. function render() {
  183. if ( standardMaterial !== undefined ) {
  184. standardMaterial.roughness = 1.0;
  185. standardMaterial.bumpScale = 0.25;
  186. var newEnvMap = standardMaterial.envMap;
  187. if ( hdrCubeRenderTarget ) newEnvMap = hdrCubeRenderTarget.texture;
  188. if ( newEnvMap !== standardMaterial.envMap ) {
  189. standardMaterial.envMap = newEnvMap;
  190. standardMaterial.envMapIntensity = 1;
  191. standardMaterial.needsUpdate = true;
  192. }
  193. }
  194. renderer.toneMappingExposure = Math.pow( params.exposure, 4.0 );
  195. var timer = Date.now() * 0.00025;
  196. camera.lookAt( scene.position );
  197. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  198. var object = objects[ i ];
  199. object.rotation.y += 0.005;
  200. }
  201. composer.render();
  202. }
  203. </script>
  204. </body>
  205. </html>