webgl_postprocessing_unreal_bloom_selective.html 7.8 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. uniform float bloomStrength;
  24. varying vec2 vUv;
  25. void main() {
  26. gl_FragColor = ( texture2D( baseTexture, vUv ) + texture2D( bloomTexture, vUv ) * bloomStrength );
  27. }
  28. </script>
  29. <script type="importmap">
  30. {
  31. "imports": {
  32. "three": "../build/three.module.js",
  33. "three/addons/": "./jsm/"
  34. }
  35. }
  36. </script>
  37. <script type="module">
  38. import * as THREE from 'three';
  39. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  40. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  41. import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
  42. import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
  43. import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
  44. import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
  45. import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
  46. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  47. const BLOOM_SCENE = 1;
  48. const bloomLayer = new THREE.Layers();
  49. bloomLayer.set( BLOOM_SCENE );
  50. const params = {
  51. threshold: 0,
  52. strength: 1,
  53. radius: 0.5,
  54. exposure: 1
  55. };
  56. const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
  57. const materials = {};
  58. const renderer = new THREE.WebGLRenderer( { antialias: false } );
  59. renderer.setPixelRatio( window.devicePixelRatio );
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. renderer.toneMapping = THREE.NeutralToneMapping;
  62. document.body.appendChild( renderer.domElement );
  63. const scene = new THREE.Scene();
  64. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  65. scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
  66. const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  67. camera.position.set( 0, 0, 20 );
  68. camera.lookAt( 0, 0, 0 );
  69. const controls = new OrbitControls( camera, renderer.domElement );
  70. controls.maxPolarAngle = Math.PI * 0.5;
  71. controls.minDistance = 1;
  72. controls.maxDistance = 100;
  73. controls.addEventListener( 'change', render );
  74. const renderScene = new RenderPass( scene, camera );
  75. const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  76. bloomPass.threshold = params.threshold;
  77. bloomPass.strength = params.strength;
  78. bloomPass.radius = params.radius;
  79. const bloomRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType } );
  80. const bloomComposer = new EffectComposer( renderer, bloomRenderTarget );
  81. bloomComposer.renderToScreen = false;
  82. bloomComposer.addPass( renderScene );
  83. bloomComposer.addPass( bloomPass );
  84. const mixPass = new ShaderPass(
  85. new THREE.ShaderMaterial( {
  86. uniforms: {
  87. baseTexture: { value: null },
  88. bloomTexture: { value: bloomComposer.renderTarget2.texture },
  89. bloomStrength: { value: params.strength }
  90. },
  91. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  92. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  93. defines: {}
  94. } ), 'baseTexture'
  95. );
  96. mixPass.needsSwap = true;
  97. const outputPass = new OutputPass();
  98. const finalRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { type: THREE.HalfFloatType, samples: 4 } );
  99. const finalComposer = new EffectComposer( renderer, finalRenderTarget );
  100. finalComposer.addPass( renderScene );
  101. finalComposer.addPass( mixPass );
  102. finalComposer.addPass( outputPass );
  103. const raycaster = new THREE.Raycaster();
  104. const mouse = new THREE.Vector2();
  105. window.addEventListener( 'pointerdown', onPointerDown );
  106. const gui = new GUI();
  107. const bloomFolder = gui.addFolder( 'bloom' );
  108. bloomFolder.add( params, 'threshold', 0.0, 1.0 ).onChange( function ( value ) {
  109. bloomPass.threshold = Number( value );
  110. render();
  111. } );
  112. bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) {
  113. bloomPass.strength = Number( value );
  114. mixPass.material.uniforms.bloomStrength.value = bloomPass.strength;
  115. render();
  116. } );
  117. bloomFolder.add( params, 'radius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
  118. bloomPass.radius = Number( value );
  119. render();
  120. } );
  121. const toneMappingFolder = gui.addFolder( 'tone mapping' );
  122. toneMappingFolder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
  123. renderer.toneMappingExposure = Math.pow( value, 4.0 );
  124. render();
  125. } );
  126. setupScene();
  127. function onPointerDown( event ) {
  128. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  129. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  130. raycaster.setFromCamera( mouse, camera );
  131. const intersects = raycaster.intersectObjects( scene.children, false );
  132. if ( intersects.length > 0 ) {
  133. const object = intersects[ 0 ].object;
  134. object.layers.toggle( BLOOM_SCENE );
  135. render();
  136. }
  137. }
  138. window.onresize = function () {
  139. const width = window.innerWidth;
  140. const height = window.innerHeight;
  141. camera.aspect = width / height;
  142. camera.updateProjectionMatrix();
  143. renderer.setSize( width, height );
  144. bloomComposer.setSize( width, height );
  145. finalComposer.setSize( width, height );
  146. render();
  147. };
  148. function setupScene() {
  149. scene.traverse( disposeMaterial );
  150. scene.children.length = 0;
  151. const geometry = new THREE.IcosahedronGeometry( 1, 15 );
  152. for ( let i = 0; i < 50; i ++ ) {
  153. const color = new THREE.Color();
  154. color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
  155. const material = new THREE.MeshStandardMaterial( { color: color, roughness: 1, metalness: 1 } );
  156. const sphere = new THREE.Mesh( geometry, material );
  157. sphere.position.x = Math.random() * 10 - 5;
  158. sphere.position.y = Math.random() * 10 - 5;
  159. sphere.position.z = Math.random() * 10 - 5;
  160. sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
  161. sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
  162. scene.add( sphere );
  163. if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
  164. }
  165. render();
  166. }
  167. function disposeMaterial( obj ) {
  168. if ( obj.material ) {
  169. obj.material.dispose();
  170. }
  171. }
  172. function render() {
  173. scene.traverse( darkenNonBloomed );
  174. bloomComposer.render();
  175. scene.traverse( restoreMaterial );
  176. // render the entire scene, then render bloom scene on top
  177. finalComposer.render();
  178. }
  179. function darkenNonBloomed( obj ) {
  180. if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
  181. materials[ obj.uuid ] = obj.material;
  182. obj.material = darkMaterial;
  183. }
  184. }
  185. function restoreMaterial( obj ) {
  186. if ( materials[ obj.uuid ] ) {
  187. obj.material = materials[ obj.uuid ];
  188. delete materials[ obj.uuid ];
  189. }
  190. }
  191. </script>
  192. </body>
  193. </html>
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