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