webgl_postprocessing_unreal_bloom_selective.html 8.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337
  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. THREE.ColorManagement.enabled = false; // TODO: Confirm correct color management.
  48. const ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
  49. const bloomLayer = new THREE.Layers();
  50. bloomLayer.set( BLOOM_SCENE );
  51. const params = {
  52. exposure: 1,
  53. bloomStrength: 5,
  54. bloomThreshold: 0,
  55. bloomRadius: 0,
  56. scene: 'Scene with Glow'
  57. };
  58. const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
  59. const materials = {};
  60. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  61. renderer.setPixelRatio( window.devicePixelRatio );
  62. renderer.setSize( window.innerWidth, window.innerHeight );
  63. renderer.outputColorSpace = THREE.LinearSRGBColorSpace;
  64. renderer.toneMapping = THREE.ReinhardToneMapping;
  65. document.body.appendChild( renderer.domElement );
  66. const scene = new THREE.Scene();
  67. const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  68. camera.position.set( 0, 0, 20 );
  69. camera.lookAt( 0, 0, 0 );
  70. const controls = new OrbitControls( camera, renderer.domElement );
  71. controls.maxPolarAngle = Math.PI * 0.5;
  72. controls.minDistance = 1;
  73. controls.maxDistance = 100;
  74. controls.addEventListener( 'change', render );
  75. scene.add( new THREE.AmbientLight( 0x404040 ) );
  76. const renderScene = new RenderPass( scene, camera );
  77. const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  78. bloomPass.threshold = params.bloomThreshold;
  79. bloomPass.strength = params.bloomStrength;
  80. bloomPass.radius = params.bloomRadius;
  81. const bloomComposer = new EffectComposer( renderer );
  82. bloomComposer.renderToScreen = false;
  83. bloomComposer.addPass( renderScene );
  84. bloomComposer.addPass( bloomPass );
  85. const finalPass = new ShaderPass(
  86. new THREE.ShaderMaterial( {
  87. uniforms: {
  88. baseTexture: { value: null },
  89. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  90. },
  91. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  92. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  93. defines: {}
  94. } ), 'baseTexture'
  95. );
  96. finalPass.needsSwap = true;
  97. const finalComposer = new EffectComposer( renderer );
  98. finalComposer.addPass( renderScene );
  99. finalComposer.addPass( finalPass );
  100. const raycaster = new THREE.Raycaster();
  101. const mouse = new THREE.Vector2();
  102. window.addEventListener( 'pointerdown', onPointerDown );
  103. const gui = new GUI();
  104. gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
  105. switch ( value ) {
  106. case 'Scene with Glow':
  107. bloomComposer.renderToScreen = false;
  108. break;
  109. case 'Glow only':
  110. bloomComposer.renderToScreen = true;
  111. break;
  112. case 'Scene only':
  113. // nothing to do
  114. break;
  115. }
  116. render();
  117. } );
  118. const folder = gui.addFolder( 'Bloom Parameters' );
  119. folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  120. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  121. render();
  122. } );
  123. folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
  124. bloomPass.threshold = Number( value );
  125. render();
  126. } );
  127. folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
  128. bloomPass.strength = Number( value );
  129. render();
  130. } );
  131. folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  132. bloomPass.radius = Number( value );
  133. render();
  134. } );
  135. setupScene();
  136. function onPointerDown( event ) {
  137. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  138. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  139. raycaster.setFromCamera( mouse, camera );
  140. const intersects = raycaster.intersectObjects( scene.children, false );
  141. if ( intersects.length > 0 ) {
  142. const object = intersects[ 0 ].object;
  143. object.layers.toggle( BLOOM_SCENE );
  144. render();
  145. }
  146. }
  147. window.onresize = function () {
  148. const width = window.innerWidth;
  149. const height = window.innerHeight;
  150. camera.aspect = width / height;
  151. camera.updateProjectionMatrix();
  152. renderer.setSize( width, height );
  153. bloomComposer.setSize( width, height );
  154. finalComposer.setSize( width, height );
  155. render();
  156. };
  157. function setupScene() {
  158. scene.traverse( disposeMaterial );
  159. scene.children.length = 0;
  160. const geometry = new THREE.IcosahedronGeometry( 1, 15 );
  161. for ( let i = 0; i < 50; i ++ ) {
  162. const color = new THREE.Color();
  163. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  164. const material = new THREE.MeshBasicMaterial( { color: color } );
  165. const sphere = new THREE.Mesh( geometry, material );
  166. sphere.position.x = Math.random() * 10 - 5;
  167. sphere.position.y = Math.random() * 10 - 5;
  168. sphere.position.z = Math.random() * 10 - 5;
  169. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  170. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  171. scene.add( sphere );
  172. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  173. }
  174. render();
  175. }
  176. function disposeMaterial( obj ) {
  177. if ( obj.material ) {
  178. obj.material.dispose();
  179. }
  180. }
  181. function render() {
  182. switch ( params.scene ) {
  183. case 'Scene only':
  184. renderer.render( scene, camera );
  185. break;
  186. case 'Glow only':
  187. renderBloom( false );
  188. break;
  189. case 'Scene with Glow':
  190. default:
  191. // render scene with bloom
  192. renderBloom( true );
  193. // render the entire scene, then render bloom scene on top
  194. finalComposer.render();
  195. break;
  196. }
  197. }
  198. function renderBloom( mask ) {
  199. if ( mask === true ) {
  200. scene.traverse( darkenNonBloomed );
  201. bloomComposer.render();
  202. scene.traverse( restoreMaterial );
  203. } else {
  204. camera.layers.set( BLOOM_SCENE );
  205. bloomComposer.render();
  206. camera.layers.set( ENTIRE_SCENE );
  207. }
  208. }
  209. function darkenNonBloomed( obj ) {
  210. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  211. materials[ obj.uuid ] = obj.material;
  212. obj.material = darkMaterial;
  213. }
  214. }
  215. function restoreMaterial( obj ) {
  216. if ( materials[ obj.uuid ] ) {
  217. obj.material = materials[ obj.uuid ];
  218. delete materials[ obj.uuid ];
  219. }
  220. }
  221. </script>
  222. </body>
  223. </html>