123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - postprocessing - unreal bloom selective</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- <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>
- </div>
- <script type="x-shader/x-vertex" id="vertexshader">
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- </script>
- <script type="x-shader/x-fragment" id="fragmentshader">
- uniform sampler2D baseTexture;
- uniform sampler2D bloomTexture;
- varying vec2 vUv;
- void main() {
- gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
- }
- </script>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
- import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
- import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
- import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
- import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
- const BLOOM_SCENE = 1;
- const bloomLayer = new THREE.Layers();
- bloomLayer.set( BLOOM_SCENE );
- const params = {
- threshold: 0,
- strength: 1,
- radius: 0.5,
- exposure: 1
- };
- const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
- const materials = {};
- const renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.toneMapping = THREE.ReinhardToneMapping;
- document.body.appendChild( renderer.domElement );
- const scene = new THREE.Scene();
- const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
- camera.position.set( 0, 0, 20 );
- camera.lookAt( 0, 0, 0 );
- const controls = new OrbitControls( camera, renderer.domElement );
- controls.maxPolarAngle = Math.PI * 0.5;
- controls.minDistance = 1;
- controls.maxDistance = 100;
- controls.addEventListener( 'change', render );
- const renderScene = new RenderPass( scene, camera );
- const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
- bloomPass.threshold = params.threshold;
- bloomPass.strength = params.strength;
- bloomPass.radius = params.radius;
- const bloomComposer = new EffectComposer( renderer );
- bloomComposer.renderToScreen = false;
- bloomComposer.addPass( renderScene );
- bloomComposer.addPass( bloomPass );
- const mixPass = new ShaderPass(
- new THREE.ShaderMaterial( {
- uniforms: {
- baseTexture: { value: null },
- bloomTexture: { value: bloomComposer.renderTarget2.texture }
- },
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
- defines: {}
- } ), 'baseTexture'
- );
- mixPass.needsSwap = true;
- const outputPass = new OutputPass();
- const finalComposer = new EffectComposer( renderer );
- finalComposer.addPass( renderScene );
- finalComposer.addPass( mixPass );
- finalComposer.addPass( outputPass );
- const raycaster = new THREE.Raycaster();
- const mouse = new THREE.Vector2();
- window.addEventListener( 'pointerdown', onPointerDown );
- const gui = new GUI();
- const bloomFolder = gui.addFolder( 'bloom' );
- bloomFolder.add( params, 'threshold', 0.0, 1.0 ).onChange( function ( value ) {
- bloomPass.threshold = Number( value );
- render();
- } );
- bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) {
- bloomPass.strength = Number( value );
- render();
- } );
- bloomFolder.add( params, 'radius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
- bloomPass.radius = Number( value );
- render();
- } );
- const toneMappingFolder = gui.addFolder( 'tone mapping' );
- toneMappingFolder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
- renderer.toneMappingExposure = Math.pow( value, 4.0 );
- render();
- } );
- setupScene();
- function onPointerDown( event ) {
- mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
- mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
- raycaster.setFromCamera( mouse, camera );
- const intersects = raycaster.intersectObjects( scene.children, false );
- if ( intersects.length > 0 ) {
- const object = intersects[ 0 ].object;
- object.layers.toggle( BLOOM_SCENE );
- render();
- }
- }
- window.onresize = function () {
- const width = window.innerWidth;
- const height = window.innerHeight;
- camera.aspect = width / height;
- camera.updateProjectionMatrix();
- renderer.setSize( width, height );
- bloomComposer.setSize( width, height );
- finalComposer.setSize( width, height );
- render();
- };
- function setupScene() {
- scene.traverse( disposeMaterial );
- scene.children.length = 0;
- const geometry = new THREE.IcosahedronGeometry( 1, 15 );
- for ( let i = 0; i < 50; i ++ ) {
- const color = new THREE.Color();
- color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
- const material = new THREE.MeshBasicMaterial( { color: color } );
- const sphere = new THREE.Mesh( geometry, material );
- sphere.position.x = Math.random() * 10 - 5;
- sphere.position.y = Math.random() * 10 - 5;
- sphere.position.z = Math.random() * 10 - 5;
- sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
- sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
- scene.add( sphere );
- if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
- }
- render();
- }
- function disposeMaterial( obj ) {
- if ( obj.material ) {
- obj.material.dispose();
- }
- }
- function render() {
- scene.traverse( darkenNonBloomed );
- bloomComposer.render();
- scene.traverse( restoreMaterial );
- // render the entire scene, then render bloom scene on top
- finalComposer.render();
- }
- function darkenNonBloomed( obj ) {
- if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
- materials[ obj.uuid ] = obj.material;
- obj.material = darkMaterial;
- }
- }
- function restoreMaterial( obj ) {
- if ( materials[ obj.uuid ] ) {
- obj.material = materials[ obj.uuid ];
- delete materials[ obj.uuid ];
- }
- }
- </script>
- </body>
- </html>
|