webgl_postprocessing_unreal_bloom_selective.html 8.1 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. <meta property="og:title" content="three.js webgl - postprocessing - unreal bloom selective">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_postprocessing_unreal_bloom_selective.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_postprocessing_unreal_bloom_selective.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <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>
  16. </div>
  17. <script type="x-shader/x-vertex" id="vertexshader">
  18. varying vec2 vUv;
  19. void main() {
  20. vUv = uv;
  21. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  22. }
  23. </script>
  24. <script type="x-shader/x-fragment" id="fragmentshader">
  25. uniform sampler2D baseTexture;
  26. uniform sampler2D bloomTexture;
  27. uniform float bloomStrength;
  28. varying vec2 vUv;
  29. void main() {
  30. gl_FragColor = ( texture2D( baseTexture, vUv ) + texture2D( bloomTexture, vUv ) * bloomStrength );
  31. }
  32. </script>
  33. <script type="importmap">
  34. {
  35. "imports": {
  36. "three": "../build/three.module.js",
  37. "three/addons/": "./jsm/"
  38. }
  39. }
  40. </script>
  41. <script type="module">
  42. import * as THREE from 'three';
  43. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  44. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  45. import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
  46. import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
  47. import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
  48. import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
  49. import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
  50. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  51. const BLOOM_SCENE = 1;
  52. const bloomLayer = new THREE.Layers();
  53. bloomLayer.set( BLOOM_SCENE );
  54. const params = {
  55. threshold: 0,
  56. strength: 1,
  57. radius: 0.5,
  58. exposure: 1
  59. };
  60. const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
  61. const materials = {};
  62. const renderer = new THREE.WebGLRenderer( { antialias: false } );
  63. renderer.setPixelRatio( window.devicePixelRatio );
  64. renderer.setSize( window.innerWidth, window.innerHeight );
  65. renderer.toneMapping = THREE.NeutralToneMapping;
  66. document.body.appendChild( renderer.domElement );
  67. const scene = new THREE.Scene();
  68. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  69. scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
  70. const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  71. camera.position.set( 0, 0, 20 );
  72. camera.lookAt( 0, 0, 0 );
  73. const controls = new OrbitControls( camera, renderer.domElement );
  74. controls.maxPolarAngle = Math.PI * 0.5;
  75. controls.minDistance = 1;
  76. controls.maxDistance = 100;
  77. controls.addEventListener( 'change', render );
  78. const renderScene = new RenderPass( scene, camera );
  79. const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  80. bloomPass.threshold = params.threshold;
  81. bloomPass.strength = params.strength;
  82. bloomPass.radius = params.radius;
  83. const bloomRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType } );
  84. const bloomComposer = new EffectComposer( renderer, bloomRenderTarget );
  85. bloomComposer.renderToScreen = false;
  86. bloomComposer.addPass( renderScene );
  87. bloomComposer.addPass( bloomPass );
  88. const mixPass = new ShaderPass(
  89. new THREE.ShaderMaterial( {
  90. uniforms: {
  91. baseTexture: { value: null },
  92. bloomTexture: { value: bloomComposer.renderTarget2.texture },
  93. bloomStrength: { value: params.strength }
  94. },
  95. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  96. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  97. defines: {}
  98. } ), 'baseTexture'
  99. );
  100. mixPass.needsSwap = true;
  101. const outputPass = new OutputPass();
  102. const finalRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType, samples: 4 } );
  103. const finalComposer = new EffectComposer( renderer, finalRenderTarget );
  104. finalComposer.addPass( renderScene );
  105. finalComposer.addPass( mixPass );
  106. finalComposer.addPass( outputPass );
  107. const raycaster = new THREE.Raycaster();
  108. const mouse = new THREE.Vector2();
  109. window.addEventListener( 'pointerdown', onPointerDown );
  110. const gui = new GUI();
  111. const bloomFolder = gui.addFolder( 'bloom' );
  112. bloomFolder.add( params, 'threshold', 0.0, 1.0 ).onChange( function ( value ) {
  113. bloomPass.threshold = Number( value );
  114. render();
  115. } );
  116. bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) {
  117. bloomPass.strength = Number( value );
  118. mixPass.material.uniforms.bloomStrength.value = bloomPass.strength;
  119. render();
  120. } );
  121. bloomFolder.add( params, 'radius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  122. bloomPass.radius = Number( value );
  123. render();
  124. } );
  125. const toneMappingFolder = gui.addFolder( 'tone mapping' );
  126. toneMappingFolder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  127. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  128. render();
  129. } );
  130. setupScene();
  131. function onPointerDown( event ) {
  132. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  133. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  134. raycaster.setFromCamera( mouse, camera );
  135. const intersects = raycaster.intersectObjects( scene.children, false );
  136. if ( intersects.length > 0 ) {
  137. const object = intersects[ 0 ].object;
  138. object.layers.toggle( BLOOM_SCENE );
  139. render();
  140. }
  141. }
  142. window.onresize = function () {
  143. const width = window.innerWidth;
  144. const height = window.innerHeight;
  145. camera.aspect = width / height;
  146. camera.updateProjectionMatrix();
  147. renderer.setSize( width, height );
  148. bloomComposer.setSize( width, height );
  149. finalComposer.setSize( width, height );
  150. render();
  151. };
  152. function setupScene() {
  153. scene.traverse( disposeMaterial );
  154. scene.children.length = 0;
  155. const geometry = new THREE.IcosahedronGeometry( 1, 15 );
  156. for ( let i = 0; i < 50; i ++ ) {
  157. const color = new THREE.Color();
  158. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  159. const material = new THREE.MeshStandardMaterial( { color: color, roughness: 1, metalness: 1 } );
  160. const sphere = new THREE.Mesh( geometry, material );
  161. sphere.position.x = Math.random() * 10 - 5;
  162. sphere.position.y = Math.random() * 10 - 5;
  163. sphere.position.z = Math.random() * 10 - 5;
  164. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  165. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  166. scene.add( sphere );
  167. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  168. }
  169. render();
  170. }
  171. function disposeMaterial( obj ) {
  172. if ( obj.material ) {
  173. obj.material.dispose();
  174. }
  175. }
  176. function render() {
  177. scene.traverse( darkenNonBloomed );
  178. bloomComposer.render();
  179. scene.traverse( restoreMaterial );
  180. // render the entire scene, then render bloom scene on top
  181. finalComposer.render();
  182. }
  183. function darkenNonBloomed( obj ) {
  184. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  185. materials[ obj.uuid ] = obj.material;
  186. obj.material = darkMaterial;
  187. }
  188. }
  189. function restoreMaterial( obj ) {
  190. if ( materials[ obj.uuid ] ) {
  191. obj.material = materials[ obj.uuid ];
  192. delete materials[ obj.uuid ];
  193. }
  194. }
  195. </script>
  196. </body>
  197. </html>
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