webgpu_postprocessing_bloom_selective.html 5.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - 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 webgpu - bloom selective">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_postprocessing_bloom_selective.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_postprocessing_bloom_selective.jpg">
  11. <link type="text/css" rel="stylesheet" href="example.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  16. <div class="title-wrapper">
  17. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Selective Bloom</span>
  18. </div>
  19. <small>Using MRT do define whether an object should be affected by Bloom or not.</small>
  20. </div>
  21. <script type="importmap">
  22. {
  23. "imports": {
  24. "three": "../build/three.webgpu.js",
  25. "three/webgpu": "../build/three.webgpu.js",
  26. "three/tsl": "../build/three.tsl.js",
  27. "three/addons/": "./jsm/"
  28. }
  29. }
  30. </script>
  31. <script type="module">
  32. import * as THREE from 'three/webgpu';
  33. import { pass, mrt, output, float, uniform } from 'three/tsl';
  34. import { bloom } from 'three/addons/tsl/display/BloomNode.js';
  35. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  36. import { Inspector } from 'three/addons/inspector/Inspector.js';
  37. // scene
  38. const scene = new THREE.Scene();
  39. const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  40. camera.position.set( 0, 0, 20 );
  41. camera.lookAt( 0, 0, 0 );
  42. const geometry = new THREE.IcosahedronGeometry( 1, 15 );
  43. for ( let i = 0; i < 50; i ++ ) {
  44. const color = new THREE.Color();
  45. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  46. const bloomIntensity = Math.random() > 0.5 ? 1 : 0;
  47. const material = new THREE.MeshBasicNodeMaterial( { color: color } );
  48. material.mrtNode = mrt( {
  49. bloomIntensity: uniform( bloomIntensity )
  50. } );
  51. const sphere = new THREE.Mesh( geometry, material );
  52. sphere.position.x = Math.random() * 10 - 5;
  53. sphere.position.y = Math.random() * 10 - 5;
  54. sphere.position.z = Math.random() * 10 - 5;
  55. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  56. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  57. scene.add( sphere );
  58. }
  59. // renderer
  60. const renderer = new THREE.WebGPURenderer();
  61. renderer.setPixelRatio( window.devicePixelRatio );
  62. renderer.setSize( window.innerWidth, window.innerHeight );
  63. renderer.setAnimationLoop( animate );
  64. renderer.inspector = new Inspector();
  65. renderer.toneMapping = THREE.NeutralToneMapping;
  66. document.body.appendChild( renderer.domElement );
  67. // post processing
  68. const scenePass = pass( scene, camera );
  69. scenePass.setMRT( mrt( {
  70. output,
  71. bloomIntensity: float( 0 ) // default bloom intensity
  72. } ) );
  73. const outputPass = scenePass.getTextureNode().toInspector( 'Color' );
  74. const bloomIntensityPass = scenePass.getTextureNode( 'bloomIntensity' ).toInspector( 'Bloom Intensity' );
  75. const bloomPass = bloom( outputPass.mul( bloomIntensityPass ) );
  76. const renderPipeline = new THREE.RenderPipeline( renderer );
  77. renderPipeline.outputColorTransform = false;
  78. renderPipeline.outputNode = outputPass.add( bloomPass ).renderOutput();
  79. // controls
  80. const controls = new OrbitControls( camera, renderer.domElement );
  81. controls.maxPolarAngle = Math.PI * 0.5;
  82. controls.minDistance = 1;
  83. controls.maxDistance = 100;
  84. // raycaster
  85. const raycaster = new THREE.Raycaster();
  86. const mouse = new THREE.Vector2();
  87. window.addEventListener( 'pointerdown', ( event ) => {
  88. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  89. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  90. raycaster.setFromCamera( mouse, camera );
  91. const intersects = raycaster.intersectObjects( scene.children, false );
  92. if ( intersects.length > 0 ) {
  93. const material = intersects[ 0 ].object.material;
  94. const bloomIntensity = material.mrtNode.get( 'bloomIntensity' );
  95. bloomIntensity.value = bloomIntensity.value === 0 ? 1 : 0;
  96. }
  97. } );
  98. // gui
  99. const gui = renderer.inspector.createParameters( 'Settings' );
  100. const bloomFolder = gui.addFolder( 'Bloom' );
  101. bloomFolder.add( bloomPass.threshold, 'value', 0.0, 1.0 ).name( 'threshold' );
  102. bloomFolder.add( bloomPass.strength, 'value', 0.0, 3 ).name( 'strength' );
  103. bloomFolder.add( bloomPass.radius, 'value', 0.0, 1.0 ).name( 'radius' );
  104. const toneMappingFolder = gui.addFolder( 'Tone Mapping' );
  105. toneMappingFolder.add( renderer, 'toneMappingExposure', 0.1, 3 ).name( 'exposure' );
  106. // events
  107. window.onresize = function () {
  108. const width = window.innerWidth;
  109. const height = window.innerHeight;
  110. camera.aspect = width / height;
  111. camera.updateProjectionMatrix();
  112. renderer.setSize( width, height );
  113. };
  114. // animate
  115. function animate() {
  116. renderPipeline.render();
  117. }
  118. </script>
  119. </body>
  120. </html>
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