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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="http://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>
  13. </div>
  14. <script src="../build/three.js"></script>
  15. <script src="js/libs/dat.gui.min.js"></script>
  16. <script src="js/controls/OrbitControls.js"></script>
  17. <script src="js/postprocessing/EffectComposer.js"></script>
  18. <script src="js/postprocessing/RenderPass.js"></script>
  19. <script src="js/postprocessing/ShaderPass.js"></script>
  20. <script src="js/shaders/CopyShader.js"></script>
  21. <script src="js/shaders/LuminosityHighPassShader.js"></script>
  22. <script src="js/postprocessing/UnrealBloomPass.js"></script>
  23. <script type="x-shader/x-vertex" id="vertexshader">
  24. varying vec2 vUv;
  25. void main() {
  26. vUv = uv;
  27. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  28. }
  29. </script>
  30. <script type="x-shader/x-fragment" id="fragmentshader">
  31. uniform sampler2D baseTexture;
  32. uniform sampler2D bloomTexture;
  33. varying vec2 vUv;
  34. vec4 getTexture( sampler2D texture ) {
  35. return mapTexelToLinear( texture2D( texture , vUv ) );
  36. }
  37. void main() {
  38. gl_FragColor = ( getTexture( baseTexture ) + vec4( 1.0 ) * getTexture( bloomTexture ) );
  39. }
  40. </script>
  41. <script>
  42. var scene, camera, geometry, controls;
  43. var renderer;
  44. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  45. var bloomLayer = new THREE.Layers();
  46. bloomLayer.set( BLOOM_SCENE );
  47. var params = {
  48. exposure: 1,
  49. bloomStrength: 5,
  50. bloomThreshold: 0,
  51. bloomRadius: 0,
  52. scene: "Scene with Glow"
  53. };
  54. var darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
  55. var materials = {};
  56. var container = document.getElementById( 'container' );
  57. renderer = new THREE.WebGLRenderer( { antialias: true } );
  58. renderer.setPixelRatio( window.devicePixelRatio );
  59. renderer.setSize( window.innerWidth, window.innerHeight );
  60. renderer.toneMapping = THREE.ReinhardToneMapping;
  61. document.body.appendChild( renderer.domElement );
  62. scene = new THREE.Scene();
  63. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  64. camera.position.set( 0, 0, 20 );
  65. camera.lookAt( 0, 0, 0 );
  66. controls = new THREE.OrbitControls( camera, renderer.domElement );
  67. controls.maxPolarAngle = Math.PI * 0.5;
  68. controls.minDistance = 1;
  69. controls.maxDistance = 100;
  70. controls.addEventListener( 'change', render );
  71. scene.add( new THREE.AmbientLight( 0x404040 ) );
  72. var renderScene = new THREE.RenderPass( scene, camera );
  73. var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  74. bloomPass.threshold = params.bloomThreshold;
  75. bloomPass.strength = params.bloomStrength;
  76. bloomPass.radius = params.bloomRadius;
  77. var bloomComposer = new THREE.EffectComposer( renderer );
  78. bloomComposer.renderToScreen = false;
  79. bloomComposer.addPass( renderScene );
  80. bloomComposer.addPass( bloomPass );
  81. var finalPass = new THREE.ShaderPass(
  82. new THREE.ShaderMaterial( {
  83. uniforms: {
  84. baseTexture: { value: null },
  85. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  86. },
  87. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  88. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  89. defines: {}
  90. } ), "baseTexture"
  91. );
  92. finalPass.needsSwap = true;
  93. var finalComposer = new THREE.EffectComposer( renderer );
  94. finalComposer.addPass( renderScene );
  95. finalComposer.addPass( finalPass );
  96. var raycaster = new THREE.Raycaster();
  97. var mouse = new THREE.Vector2();
  98. window.addEventListener( 'click', onDocumentMouseClick, false );
  99. var gui = new dat.GUI();
  100. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  101. switch ( value ) {
  102. case 'Scene with Glow':
  103. bloomComposer.renderToScreen = false;
  104. break;
  105. case 'Glow only':
  106. bloomComposer.renderToScreen = true;
  107. break;
  108. case 'Scene only':
  109. // nothing to do
  110. break;
  111. }
  112. render();
  113. } );
  114. var folder = gui.addFolder( 'Bloom Parameters' );
  115. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  116. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  117. render();
  118. } );
  119. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  120. bloomPass.threshold = Number( value );
  121. render();
  122. } );
  123. folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
  124. bloomPass.strength = Number( value );
  125. render();
  126. } );
  127. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  128. bloomPass.radius = Number( value );
  129. render();
  130. } );
  131. setupScene();
  132. function onDocumentMouseClick( event ) {
  133. event.preventDefault();
  134. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  135. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  136. raycaster.setFromCamera( mouse, camera );
  137. var intersects = raycaster.intersectObjects( scene.children );
  138. if ( intersects.length > 0 ) {
  139. var object = intersects[ 0 ].object;
  140. object.layers.toggle( BLOOM_SCENE );
  141. render();
  142. }
  143. }
  144. window.onresize = function () {
  145. var width = window.innerWidth;
  146. var height = window.innerHeight;
  147. camera.aspect = width / height;
  148. camera.updateProjectionMatrix();
  149. renderer.setSize( width, height );
  150. bloomComposer.setSize( width, height );
  151. finalComposer.setSize( width, height );
  152. render();
  153. };
  154. function setupScene() {
  155. var minLightness = 0;
  156. var maxLightness = 0.1;
  157. scene.traverse( disposeMaterial );
  158. scene.children.length = 0;
  159. var geometry = new THREE.IcosahedronBufferGeometry( 1, 4 );
  160. for ( var i = 0; i < 50; i ++ ) {
  161. var color = new THREE.Color();
  162. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  163. var material = new THREE.MeshBasicMaterial( { color: color } );
  164. var sphere = new THREE.Mesh( geometry, material );
  165. sphere.position.x = Math.random() * 10 - 5;
  166. sphere.position.y = Math.random() * 10 - 5;
  167. sphere.position.z = Math.random() * 10 - 5;
  168. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  169. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  170. scene.add( sphere );
  171. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  172. }
  173. render();
  174. }
  175. function disposeMaterial( obj ) {
  176. if ( obj.material ) {
  177. obj.material.dispose();
  178. }
  179. }
  180. function render() {
  181. switch ( params.scene ) {
  182. case 'Scene only':
  183. renderer.render( scene, camera );
  184. break;
  185. case 'Glow only':
  186. renderBloom( false );
  187. break;
  188. case 'Scene with Glow':
  189. default:
  190. // render scene with bloom
  191. renderBloom( true );
  192. // render the entire scene, then render bloom scene on top
  193. finalComposer.render();
  194. break;
  195. }
  196. }
  197. function renderBloom( mask ) {
  198. if ( mask === true ) {
  199. scene.traverse( darkenNonBloomed );
  200. bloomComposer.render();
  201. scene.traverse( restoreMaterial );
  202. } else {
  203. camera.layers.set( BLOOM_SCENE );
  204. bloomComposer.render();
  205. camera.layers.set( ENTIRE_SCENE );
  206. }
  207. }
  208. function darkenNonBloomed( obj ) {
  209. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  210. materials[ obj.uuid ] = obj.material;
  211. obj.material = darkMaterial;
  212. }
  213. }
  214. function restoreMaterial( obj ) {
  215. if ( materials[ obj.uuid ] ) {
  216. obj.material = materials[ obj.uuid ];
  217. delete materials[ obj.uuid ];
  218. }
  219. }
  220. </script>
  221. </body>
  222. </html>