webgl_postprocessing_unreal_bloom_selective.html 7.6 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. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  46. const BLOOM_SCENE = 1;
  47. const bloomLayer = new THREE.Layers();
  48. bloomLayer.set( BLOOM_SCENE );
  49. const params = {
  50. threshold: 0,
  51. strength: 1,
  52. radius: 0.5,
  53. exposure: 1
  54. };
  55. const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
  56. const materials = {};
  57. const renderer = new THREE.WebGLRenderer( { antialias: false } );
  58. renderer.setPixelRatio( window.devicePixelRatio );
  59. renderer.setSize( window.innerWidth, window.innerHeight );
  60. renderer.toneMapping = THREE.NeutralToneMapping;
  61. document.body.appendChild( renderer.domElement );
  62. const scene = new THREE.Scene();
  63. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  64. scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
  65. const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  66. camera.position.set( 0, 0, 20 );
  67. camera.lookAt( 0, 0, 0 );
  68. const controls = new OrbitControls( camera, renderer.domElement );
  69. controls.maxPolarAngle = Math.PI * 0.5;
  70. controls.minDistance = 1;
  71. controls.maxDistance = 100;
  72. controls.addEventListener( 'change', render );
  73. const renderScene = new RenderPass( scene, camera );
  74. const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  75. bloomPass.threshold = params.threshold;
  76. bloomPass.strength = params.strength;
  77. bloomPass.radius = params.radius;
  78. const bloomRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType } );
  79. const bloomComposer = new EffectComposer( renderer, bloomRenderTarget );
  80. bloomComposer.renderToScreen = false;
  81. bloomComposer.addPass( renderScene );
  82. bloomComposer.addPass( bloomPass );
  83. const mixPass = new ShaderPass(
  84. new THREE.ShaderMaterial( {
  85. uniforms: {
  86. baseTexture: { value: null },
  87. bloomTexture: { value: bloomComposer.renderTarget2.texture }
  88. },
  89. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  90. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  91. defines: {}
  92. } ), 'baseTexture'
  93. );
  94. mixPass.needsSwap = true;
  95. const outputPass = new OutputPass();
  96. const finalRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType, samples: 4 } );
  97. const finalComposer = new EffectComposer( renderer, finalRenderTarget );
  98. finalComposer.addPass( renderScene );
  99. finalComposer.addPass( mixPass );
  100. finalComposer.addPass( outputPass );
  101. const raycaster = new THREE.Raycaster();
  102. const mouse = new THREE.Vector2();
  103. window.addEventListener( 'pointerdown', onPointerDown );
  104. const gui = new GUI();
  105. const bloomFolder = gui.addFolder( 'bloom' );
  106. bloomFolder.add( params, 'threshold', 0.0, 1.0 ).onChange( function ( value ) {
  107. bloomPass.threshold = Number( value );
  108. render();
  109. } );
  110. bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) {
  111. bloomPass.strength = Number( value );
  112. render();
  113. } );
  114. bloomFolder.add( params, 'radius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  115. bloomPass.radius = Number( value );
  116. render();
  117. } );
  118. const toneMappingFolder = gui.addFolder( 'tone mapping' );
  119. toneMappingFolder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  120. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  121. render();
  122. } );
  123. setupScene();
  124. function onPointerDown( event ) {
  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, false );
  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.MeshStandardMaterial( { color: color, roughness: 1, metalness: 1 } );
  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. scene.traverse( darkenNonBloomed );
  171. bloomComposer.render();
  172. scene.traverse( restoreMaterial );
  173. // render the entire scene, then render bloom scene on top
  174. finalComposer.render();
  175. }
  176. function darkenNonBloomed( obj ) {
  177. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  178. materials[ obj.uuid ] = obj.material;
  179. obj.material = darkMaterial;
  180. }
  181. }
  182. function restoreMaterial( obj ) {
  183. if ( materials[ obj.uuid ] ) {
  184. obj.material = materials[ obj.uuid ];
  185. delete materials[ obj.uuid ];
  186. }
  187. }
  188. </script>
  189. </body>
  190. </html>
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