webgl_postprocessing_unreal_bloom_selective.html 7.3 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> Click on a sphere to toggle bloom<br>By <a href="http://github.com/Temdog007" target="_blank" rel="noopener">Temdog007</a>
  12. </div>
  13. <script type="x-shader/x-vertex" id="vertexshader">
  14. varying vec2 vUv;
  15. void main() {
  16. vUv = uv;
  17. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  18. }
  19. </script>
  20. <script type="x-shader/x-fragment" id="fragmentshader">
  21. uniform sampler2D baseTexture;
  22. uniform sampler2D bloomTexture;
  23. varying vec2 vUv;
  24. void main() {
  25. gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
  26. }
  27. </script>
  28. <!-- Import maps polyfill -->
  29. <!-- Remove this when import maps will be widely supported -->
  30. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  31. <script type="importmap">
  32. {
  33. "imports": {
  34. "three": "../build/three.module.js",
  35. "three/addons/": "./jsm/"
  36. }
  37. }
  38. </script>
  39. <script type="module">
  40. import * as THREE from 'three';
  41. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  42. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  43. import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
  44. import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
  45. import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
  46. import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
  47. import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
  48. const BLOOM_SCENE = 1;
  49. const bloomLayer = new THREE.Layers();
  50. bloomLayer.set( BLOOM_SCENE );
  51. const params = {
  52. threshold: 0,
  53. strength: 3,
  54. radius: 0.5,
  55. exposure: 1
  56. };
  57. const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
  58. const materials = {};
  59. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  60. renderer.setPixelRatio( window.devicePixelRatio );
  61. renderer.setSize( window.innerWidth, window.innerHeight );
  62. document.body.appendChild( renderer.domElement );
  63. const scene = new THREE.Scene();
  64. const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  65. camera.position.set( 0, 0, 20 );
  66. camera.lookAt( 0, 0, 0 );
  67. const controls = new OrbitControls( camera, renderer.domElement );
  68. controls.maxPolarAngle = Math.PI * 0.5;
  69. controls.minDistance = 1;
  70. controls.maxDistance = 100;
  71. controls.addEventListener( 'change', render );
  72. scene.add( new THREE.AmbientLight( 0x898989 ) );
  73. const renderScene = new RenderPass( scene, camera );
  74. const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  75. bloomPass.threshold = params.threshold;
  76. bloomPass.strength = params.strength;
  77. bloomPass.radius = params.radius;
  78. const bloomComposer = new EffectComposer( renderer );
  79. bloomComposer.renderToScreen = false;
  80. bloomComposer.addPass( renderScene );
  81. bloomComposer.addPass( bloomPass );
  82. const mixPass = new ShaderPass(
  83. new THREE.ShaderMaterial( {
  84. uniforms: {
  85. baseTexture: { value: null },
  86. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  87. },
  88. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  89. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  90. defines: {}
  91. } ), 'baseTexture'
  92. );
  93. mixPass.needsSwap = true;
  94. const outputPass = new OutputPass( THREE.ReinhardToneMapping );
  95. const finalComposer = new EffectComposer( renderer );
  96. finalComposer.addPass( renderScene );
  97. finalComposer.addPass( mixPass );
  98. finalComposer.addPass( outputPass );
  99. const raycaster = new THREE.Raycaster();
  100. const mouse = new THREE.Vector2();
  101. window.addEventListener( 'pointerdown', onPointerDown );
  102. const gui = new GUI();
  103. const bloomFolder = gui.addFolder( 'bloom' );
  104. bloomFolder.add( params, 'threshold', 0.0, 1.0 ).onChange( function ( value ) {
  105. bloomPass.threshold = Number( value );
  106. render();
  107. } );
  108. bloomFolder.add( params, 'strength', 0.0, 10.0 ).onChange( function ( value ) {
  109. bloomPass.strength = Number( value );
  110. render();
  111. } );
  112. bloomFolder.add( params, 'radius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  113. bloomPass.radius = Number( value );
  114. render();
  115. } );
  116. const toneMappingFolder = gui.addFolder( 'tone mapping' );
  117. toneMappingFolder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  118. outputPass.toneMappingExposure = Math.pow( value, 4.0 );
  119. render();
  120. } );
  121. setupScene();
  122. function onPointerDown( event ) {
  123. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  124. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  125. raycaster.setFromCamera( mouse, camera );
  126. const intersects = raycaster.intersectObjects( scene.children, false );
  127. if ( intersects.length > 0 ) {
  128. const object = intersects[ 0 ].object;
  129. object.layers.toggle( BLOOM_SCENE );
  130. render();
  131. }
  132. }
  133. window.onresize = function () {
  134. const width = window.innerWidth;
  135. const height = window.innerHeight;
  136. camera.aspect = width / height;
  137. camera.updateProjectionMatrix();
  138. renderer.setSize( width, height );
  139. bloomComposer.setSize( width, height );
  140. finalComposer.setSize( width, height );
  141. render();
  142. };
  143. function setupScene() {
  144. scene.traverse( disposeMaterial );
  145. scene.children.length = 0;
  146. const geometry = new THREE.IcosahedronGeometry( 1, 15 );
  147. for ( let i = 0; i < 50; i ++ ) {
  148. const color = new THREE.Color();
  149. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  150. const material = new THREE.MeshBasicMaterial( { color: color } );
  151. const sphere = new THREE.Mesh( geometry, material );
  152. sphere.position.x = Math.random() * 10 - 5;
  153. sphere.position.y = Math.random() * 10 - 5;
  154. sphere.position.z = Math.random() * 10 - 5;
  155. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  156. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  157. scene.add( sphere );
  158. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  159. }
  160. render();
  161. }
  162. function disposeMaterial( obj ) {
  163. if ( obj.material ) {
  164. obj.material.dispose();
  165. }
  166. }
  167. function render() {
  168. scene.traverse( darkenNonBloomed );
  169. bloomComposer.render();
  170. scene.traverse( restoreMaterial );
  171. // render the entire scene, then render bloom scene on top
  172. finalComposer.render();
  173. }
  174. function darkenNonBloomed( obj ) {
  175. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  176. materials[ obj.uuid ] = obj.material;
  177. obj.material = darkMaterial;
  178. }
  179. }
  180. function restoreMaterial( obj ) {
  181. if ( materials[ obj.uuid ] ) {
  182. obj.material = materials[ obj.uuid ];
  183. delete materials[ obj.uuid ];
  184. }
  185. }
  186. </script>
  187. </body>
  188. </html>