webgl_postprocessing_unreal_bloom_selective.html 7.7 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. <script type="module">
  29. import * as THREE from '../build/three.module.js';
  30. import { GUI } from './jsm/libs/dat.gui.module.js';
  31. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  32. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  33. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  34. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  35. import { UnrealBloomPass } from './jsm/postprocessing/UnrealBloomPass.js';
  36. var scene, camera, controls;
  37. var renderer;
  38. var ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  39. var bloomLayer = new THREE.Layers();
  40. bloomLayer.set( BLOOM_SCENE );
  41. var params = {
  42. exposure: 1,
  43. bloomStrength: 5,
  44. bloomThreshold: 0,
  45. bloomRadius: 0,
  46. scene: "Scene with Glow"
  47. };
  48. var darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
  49. var materials = {};
  50. renderer = new THREE.WebGLRenderer( { antialias: true } );
  51. renderer.setPixelRatio( window.devicePixelRatio );
  52. renderer.setSize( window.innerWidth, window.innerHeight );
  53. renderer.toneMapping = THREE.ReinhardToneMapping;
  54. document.body.appendChild( renderer.domElement );
  55. scene = new THREE.Scene();
  56. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  57. camera.position.set( 0, 0, 20 );
  58. camera.lookAt( 0, 0, 0 );
  59. controls = new OrbitControls( camera, renderer.domElement );
  60. controls.maxPolarAngle = Math.PI * 0.5;
  61. controls.minDistance = 1;
  62. controls.maxDistance = 100;
  63. controls.addEventListener( 'change', render );
  64. scene.add( new THREE.AmbientLight( 0x404040 ) );
  65. var renderScene = new RenderPass( scene, camera );
  66. var bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  67. bloomPass.threshold = params.bloomThreshold;
  68. bloomPass.strength = params.bloomStrength;
  69. bloomPass.radius = params.bloomRadius;
  70. var bloomComposer = new EffectComposer( renderer );
  71. bloomComposer.renderToScreen = false;
  72. bloomComposer.addPass( renderScene );
  73. bloomComposer.addPass( bloomPass );
  74. var finalPass = new ShaderPass(
  75. new THREE.ShaderMaterial( {
  76. uniforms: {
  77. baseTexture: { value: null },
  78. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  79. },
  80. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  81. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  82. defines: {}
  83. } ), "baseTexture"
  84. );
  85. finalPass.needsSwap = true;
  86. var finalComposer = new EffectComposer( renderer );
  87. finalComposer.addPass( renderScene );
  88. finalComposer.addPass( finalPass );
  89. var raycaster = new THREE.Raycaster();
  90. var mouse = new THREE.Vector2();
  91. window.addEventListener( 'click', onDocumentMouseClick, false );
  92. var gui = new GUI();
  93. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  94. switch ( value ) {
  95. case 'Scene with Glow':
  96. bloomComposer.renderToScreen = false;
  97. break;
  98. case 'Glow only':
  99. bloomComposer.renderToScreen = true;
  100. break;
  101. case 'Scene only':
  102. // nothing to do
  103. break;
  104. }
  105. render();
  106. } );
  107. var folder = gui.addFolder( 'Bloom Parameters' );
  108. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  109. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  110. render();
  111. } );
  112. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  113. bloomPass.threshold = Number( value );
  114. render();
  115. } );
  116. folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
  117. bloomPass.strength = Number( value );
  118. render();
  119. } );
  120. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  121. bloomPass.radius = Number( value );
  122. render();
  123. } );
  124. setupScene();
  125. function onDocumentMouseClick( event ) {
  126. event.preventDefault();
  127. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  128. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  129. raycaster.setFromCamera( mouse, camera );
  130. var intersects = raycaster.intersectObjects( scene.children );
  131. if ( intersects.length > 0 ) {
  132. var object = intersects[ 0 ].object;
  133. object.layers.toggle( BLOOM_SCENE );
  134. render();
  135. }
  136. }
  137. window.onresize = function () {
  138. var width = window.innerWidth;
  139. var height = window.innerHeight;
  140. camera.aspect = width / height;
  141. camera.updateProjectionMatrix();
  142. renderer.setSize( width, height );
  143. bloomComposer.setSize( width, height );
  144. finalComposer.setSize( width, height );
  145. render();
  146. };
  147. function setupScene() {
  148. scene.traverse( disposeMaterial );
  149. scene.children.length = 0;
  150. var geometry = new THREE.IcosahedronBufferGeometry( 1, 15 );
  151. for ( var i = 0; i < 50; i ++ ) {
  152. var color = new THREE.Color();
  153. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  154. var material = new THREE.MeshBasicMaterial( { color: color } );
  155. var sphere = new THREE.Mesh( geometry, material );
  156. sphere.position.x = Math.random() * 10 - 5;
  157. sphere.position.y = Math.random() * 10 - 5;
  158. sphere.position.z = Math.random() * 10 - 5;
  159. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  160. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  161. scene.add( sphere );
  162. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  163. }
  164. render();
  165. }
  166. function disposeMaterial( obj ) {
  167. if ( obj.material ) {
  168. obj.material.dispose();
  169. }
  170. }
  171. function render() {
  172. switch ( params.scene ) {
  173. case 'Scene only':
  174. renderer.render( scene, camera );
  175. break;
  176. case 'Glow only':
  177. renderBloom( false );
  178. break;
  179. case 'Scene with Glow':
  180. default:
  181. // render scene with bloom
  182. renderBloom( true );
  183. // render the entire scene, then render bloom scene on top
  184. finalComposer.render();
  185. break;
  186. }
  187. }
  188. function renderBloom( mask ) {
  189. if ( mask === true ) {
  190. scene.traverse( darkenNonBloomed );
  191. bloomComposer.render();
  192. scene.traverse( restoreMaterial );
  193. } else {
  194. camera.layers.set( BLOOM_SCENE );
  195. bloomComposer.render();
  196. camera.layers.set( ENTIRE_SCENE );
  197. }
  198. }
  199. function darkenNonBloomed( obj ) {
  200. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  201. materials[ obj.uuid ] = obj.material;
  202. obj.material = darkMaterial;
  203. }
  204. }
  205. function restoreMaterial( obj ) {
  206. if ( materials[ obj.uuid ] ) {
  207. obj.material = materials[ obj.uuid ];
  208. delete materials[ obj.uuid ];
  209. }
  210. }
  211. </script>
  212. </body>
  213. </html>