webgl_postprocessing_unreal_bloom_selective.html 7.1 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="importmap">
  29. {
  30. "imports": {
  31. "three": "../build/three.module.js",
  32. "three/addons/": "./jsm/"
  33. }
  34. }
  35. </script>
  36. <script type="module">
  37. import * as THREE from 'three';
  38. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  39. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  40. import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
  41. import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
  42. import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
  43. import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
  44. import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
  45. const BLOOM_SCENE = 1;
  46. const bloomLayer = new THREE.Layers();
  47. bloomLayer.set( BLOOM_SCENE );
  48. const params = {
  49. threshold: 0,
  50. strength: 1,
  51. radius: 0.5,
  52. exposure: 1
  53. };
  54. const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
  55. const materials = {};
  56. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  57. renderer.setPixelRatio( window.devicePixelRatio );
  58. renderer.setSize( window.innerWidth, window.innerHeight );
  59. renderer.toneMapping = THREE.ReinhardToneMapping;
  60. document.body.appendChild( renderer.domElement );
  61. const scene = new THREE.Scene();
  62. const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  63. camera.position.set( 0, 0, 20 );
  64. camera.lookAt( 0, 0, 0 );
  65. const controls = new OrbitControls( camera, renderer.domElement );
  66. controls.maxPolarAngle = Math.PI * 0.5;
  67. controls.minDistance = 1;
  68. controls.maxDistance = 100;
  69. controls.addEventListener( 'change', render );
  70. const renderScene = new RenderPass( scene, camera );
  71. const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  72. bloomPass.threshold = params.threshold;
  73. bloomPass.strength = params.strength;
  74. bloomPass.radius = params.radius;
  75. const bloomComposer = new EffectComposer( renderer );
  76. bloomComposer.renderToScreen = false;
  77. bloomComposer.addPass( renderScene );
  78. bloomComposer.addPass( bloomPass );
  79. const mixPass = new ShaderPass(
  80. new THREE.ShaderMaterial( {
  81. uniforms: {
  82. baseTexture: { value: null },
  83. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  84. },
  85. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  86. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  87. defines: {}
  88. } ), 'baseTexture'
  89. );
  90. mixPass.needsSwap = true;
  91. const outputPass = new OutputPass();
  92. const finalComposer = new EffectComposer( renderer );
  93. finalComposer.addPass( renderScene );
  94. finalComposer.addPass( mixPass );
  95. finalComposer.addPass( outputPass );
  96. const raycaster = new THREE.Raycaster();
  97. const mouse = new THREE.Vector2();
  98. window.addEventListener( 'pointerdown', onPointerDown );
  99. const gui = new GUI();
  100. const bloomFolder = gui.addFolder( 'bloom' );
  101. bloomFolder.add( params, 'threshold', 0.0, 1.0 ).onChange( function ( value ) {
  102. bloomPass.threshold = Number( value );
  103. render();
  104. } );
  105. bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) {
  106. bloomPass.strength = Number( value );
  107. render();
  108. } );
  109. bloomFolder.add( params, 'radius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  110. bloomPass.radius = Number( value );
  111. render();
  112. } );
  113. const toneMappingFolder = gui.addFolder( 'tone mapping' );
  114. toneMappingFolder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  115. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  116. render();
  117. } );
  118. setupScene();
  119. function onPointerDown( event ) {
  120. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  121. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  122. raycaster.setFromCamera( mouse, camera );
  123. const intersects = raycaster.intersectObjects( scene.children, false );
  124. if ( intersects.length > 0 ) {
  125. const object = intersects[ 0 ].object;
  126. object.layers.toggle( BLOOM_SCENE );
  127. render();
  128. }
  129. }
  130. window.onresize = function () {
  131. const width = window.innerWidth;
  132. const height = window.innerHeight;
  133. camera.aspect = width / height;
  134. camera.updateProjectionMatrix();
  135. renderer.setSize( width, height );
  136. bloomComposer.setSize( width, height );
  137. finalComposer.setSize( width, height );
  138. render();
  139. };
  140. function setupScene() {
  141. scene.traverse( disposeMaterial );
  142. scene.children.length = 0;
  143. const geometry = new THREE.IcosahedronGeometry( 1, 15 );
  144. for ( let i = 0; i < 50; i ++ ) {
  145. const color = new THREE.Color();
  146. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  147. const material = new THREE.MeshBasicMaterial( { color: color } );
  148. const sphere = new THREE.Mesh( geometry, material );
  149. sphere.position.x = Math.random() * 10 - 5;
  150. sphere.position.y = Math.random() * 10 - 5;
  151. sphere.position.z = Math.random() * 10 - 5;
  152. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  153. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  154. scene.add( sphere );
  155. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  156. }
  157. render();
  158. }
  159. function disposeMaterial( obj ) {
  160. if ( obj.material ) {
  161. obj.material.dispose();
  162. }
  163. }
  164. function render() {
  165. scene.traverse( darkenNonBloomed );
  166. bloomComposer.render();
  167. scene.traverse( restoreMaterial );
  168. // render the entire scene, then render bloom scene on top
  169. finalComposer.render();
  170. }
  171. function darkenNonBloomed( obj ) {
  172. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  173. materials[ obj.uuid ] = obj.material;
  174. obj.material = darkMaterial;
  175. }
  176. }
  177. function restoreMaterial( obj ) {
  178. if ( materials[ obj.uuid ] ) {
  179. obj.material = materials[ obj.uuid ];
  180. delete materials[ obj.uuid ];
  181. }
  182. }
  183. </script>
  184. </body>
  185. </html>