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="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. const ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  48. const bloomLayer = new THREE.Layers();
  49. bloomLayer.set( BLOOM_SCENE );
  50. const params = {
  51. exposure: 1,
  52. bloomStrength: 5,
  53. bloomThreshold: 0,
  54. bloomRadius: 0,
  55. scene: 'Scene with Glow'
  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. renderer.toneMapping = THREE.ReinhardToneMapping;
  63. document.body.appendChild( renderer.domElement );
  64. const scene = new THREE.Scene();
  65. const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  66. camera.position.set( 0, 0, 20 );
  67. camera.lookAt( 0, 0, 0 );
  68. const controls = new OrbitControls( camera, renderer.domElement );
  69. controls.maxPolarAngle = Math.PI * 0.5;
  70. controls.minDistance = 1;
  71. controls.maxDistance = 100;
  72. controls.addEventListener( 'change', render );
  73. scene.add( new THREE.AmbientLight( 0x404040 ) );
  74. const renderScene = new RenderPass( scene, camera );
  75. const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  76. bloomPass.threshold = params.bloomThreshold;
  77. bloomPass.strength = params.bloomStrength;
  78. bloomPass.radius = params.bloomRadius;
  79. const bloomComposer = new EffectComposer( renderer );
  80. bloomComposer.renderToScreen = false;
  81. bloomComposer.addPass( renderScene );
  82. bloomComposer.addPass( bloomPass );
  83. const finalPass = new ShaderPass(
  84. new THREE.ShaderMaterial( {
  85. uniforms: {
  86. baseTexture: { value: null },
  87. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  88. },
  89. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  90. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  91. defines: {}
  92. } ), 'baseTexture'
  93. );
  94. finalPass.needsSwap = true;
  95. const finalComposer = new EffectComposer( renderer );
  96. finalComposer.addPass( renderScene );
  97. finalComposer.addPass( finalPass );
  98. const raycaster = new THREE.Raycaster();
  99. const mouse = new THREE.Vector2();
  100. window.addEventListener( 'pointerdown', onPointerDown );
  101. const gui = new GUI();
  102. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  103. switch ( value ) {
  104. case 'Scene with Glow':
  105. bloomComposer.renderToScreen = false;
  106. break;
  107. case 'Glow only':
  108. bloomComposer.renderToScreen = true;
  109. break;
  110. case 'Scene only':
  111. // nothing to do
  112. break;
  113. }
  114. render();
  115. } );
  116. const folder = gui.addFolder( 'Bloom Parameters' );
  117. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  118. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  119. render();
  120. } );
  121. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  122. bloomPass.threshold = Number( value );
  123. render();
  124. } );
  125. folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
  126. bloomPass.strength = Number( value );
  127. render();
  128. } );
  129. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  130. bloomPass.radius = Number( value );
  131. render();
  132. } );
  133. setupScene();
  134. function onPointerDown( event ) {
  135. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  136. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  137. raycaster.setFromCamera( mouse, camera );
  138. const intersects = raycaster.intersectObjects( scene.children, false );
  139. if ( intersects.length > 0 ) {
  140. const object = intersects[ 0 ].object;
  141. object.layers.toggle( BLOOM_SCENE );
  142. render();
  143. }
  144. }
  145. window.onresize = function () {
  146. const width = window.innerWidth;
  147. const height = window.innerHeight;
  148. camera.aspect = width / height;
  149. camera.updateProjectionMatrix();
  150. renderer.setSize( width, height );
  151. bloomComposer.setSize( width, height );
  152. finalComposer.setSize( width, height );
  153. render();
  154. };
  155. function setupScene() {
  156. scene.traverse( disposeMaterial );
  157. scene.children.length = 0;
  158. const geometry = new THREE.IcosahedronGeometry( 1, 15 );
  159. for ( let i = 0; i < 50; i ++ ) {
  160. const color = new THREE.Color();
  161. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  162. const material = new THREE.MeshBasicMaterial( { color: color } );
  163. const sphere = new THREE.Mesh( geometry, material );
  164. sphere.position.x = Math.random() * 10 - 5;
  165. sphere.position.y = Math.random() * 10 - 5;
  166. sphere.position.z = Math.random() * 10 - 5;
  167. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  168. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  169. scene.add( sphere );
  170. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  171. }
  172. render();
  173. }
  174. function disposeMaterial( obj ) {
  175. if ( obj.material ) {
  176. obj.material.dispose();
  177. }
  178. }
  179. function render() {
  180. switch ( params.scene ) {
  181. case 'Scene only':
  182. renderer.render( scene, camera );
  183. break;
  184. case 'Glow only':
  185. renderBloom( false );
  186. break;
  187. case 'Scene with Glow':
  188. default:
  189. // render scene with bloom
  190. renderBloom( true );
  191. // render the entire scene, then render bloom scene on top
  192. finalComposer.render();
  193. break;
  194. }
  195. }
  196. function renderBloom( mask ) {
  197. if ( mask === true ) {
  198. scene.traverse( darkenNonBloomed );
  199. bloomComposer.render();
  200. scene.traverse( restoreMaterial );
  201. } else {
  202. camera.layers.set( BLOOM_SCENE );
  203. bloomComposer.render();
  204. camera.layers.set( ENTIRE_SCENE );
  205. }
  206. }
  207. function darkenNonBloomed( obj ) {
  208. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  209. materials[ obj.uuid ] = obj.material;
  210. obj.material = darkMaterial;
  211. }
  212. }
  213. function restoreMaterial( obj ) {
  214. if ( materials[ obj.uuid ] ) {
  215. obj.material = materials[ obj.uuid ];
  216. delete materials[ obj.uuid ];
  217. }
  218. }
  219. </script>
  220. </body>
  221. </html>