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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing - unreal bloom selective</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<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>
</div>
<script type="x-shader/x-vertex" id="vertexshader">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform sampler2D baseTexture;
uniform sampler2D bloomTexture;
varying vec2 vUv;
void main() {
gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
const ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
const bloomLayer = new THREE.Layers();
bloomLayer.set( BLOOM_SCENE );
const params = {
exposure: 1,
bloomStrength: 5,
bloomThreshold: 0,
bloomRadius: 0,
scene: 'Scene with Glow'
};
const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
const materials = {};
const renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ReinhardToneMapping;
document.body.appendChild( renderer.domElement );
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
camera.position.set( 0, 0, 20 );
camera.lookAt( 0, 0, 0 );
const controls = new OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 1;
controls.maxDistance = 100;
controls.addEventListener( 'change', render );
scene.add( new THREE.AmbientLight( 0x404040 ) );
const renderScene = new RenderPass( scene, camera );
const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
const bloomComposer = new EffectComposer( renderer );
bloomComposer.renderToScreen = false;
bloomComposer.addPass( renderScene );
bloomComposer.addPass( bloomPass );
const finalPass = new ShaderPass(
new THREE.ShaderMaterial( {
uniforms: {
baseTexture: { value: null },
bloomTexture: { value: bloomComposer.renderTarget2.texture }
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
defines: {}
} ), 'baseTexture'
);
finalPass.needsSwap = true;
const finalComposer = new EffectComposer( renderer );
finalComposer.addPass( renderScene );
finalComposer.addPass( finalPass );
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
window.addEventListener( 'pointerdown', onPointerDown );
const gui = new GUI();
gui.add( params, 'scene', [ 'Scene with Glow', 'Glow only', 'Scene only' ] ).onChange( function ( value ) {
switch ( value ) {
case 'Scene with Glow':
bloomComposer.renderToScreen = false;
break;
case 'Glow only':
bloomComposer.renderToScreen = true;
break;
case 'Scene only':
// nothing to do
break;
}
render();
} );
const folder = gui.addFolder( 'Bloom Parameters' );
folder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {
renderer.toneMappingExposure = Math.pow( value, 4.0 );
render();
} );
folder.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function ( value ) {
bloomPass.threshold = Number( value );
render();
} );
folder.add( params, 'bloomStrength', 0.0, 10.0 ).onChange( function ( value ) {
bloomPass.strength = Number( value );
render();
} );
folder.add( params, 'bloomRadius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {
bloomPass.radius = Number( value );
render();
} );
setupScene();
function onPointerDown( event ) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
const intersects = raycaster.intersectObjects( scene.children, false );
if ( intersects.length > 0 ) {
const object = intersects[ 0 ].object;
object.layers.toggle( BLOOM_SCENE );
render();
}
}
window.onresize = function () {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( width, height );
bloomComposer.setSize( width, height );
finalComposer.setSize( width, height );
render();
};
function setupScene() {
scene.traverse( disposeMaterial );
scene.children.length = 0;
const geometry = new THREE.IcosahedronGeometry( 1, 15 );
for ( let i = 0; i < 50; i ++ ) {
const color = new THREE.Color();
color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );
const material = new THREE.MeshBasicMaterial( { color: color } );
const sphere = new THREE.Mesh( geometry, material );
sphere.position.x = Math.random() * 10 - 5;
sphere.position.y = Math.random() * 10 - 5;
sphere.position.z = Math.random() * 10 - 5;
sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
scene.add( sphere );
if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );
}
render();
}
function disposeMaterial( obj ) {
if ( obj.material ) {
obj.material.dispose();
}
}
function render() {
switch ( params.scene ) {
case 'Scene only':
renderer.render( scene, camera );
break;
case 'Glow only':
renderBloom( false );
break;
case 'Scene with Glow':
default:
// render scene with bloom
renderBloom( true );
// render the entire scene, then render bloom scene on top
finalComposer.render();
break;
}
}
function renderBloom( mask ) {
if ( mask === true ) {
scene.traverse( darkenNonBloomed );
bloomComposer.render();
scene.traverse( restoreMaterial );
} else {
camera.layers.set( BLOOM_SCENE );
bloomComposer.render();
camera.layers.set( ENTIRE_SCENE );
}
}
function darkenNonBloomed( obj ) {
if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {
materials[ obj.uuid ] = obj.material;
obj.material = darkMaterial;
}
}
function restoreMaterial( obj ) {
if ( materials[ obj.uuid ] ) {
obj.material = materials[ obj.uuid ];
delete materials[ obj.uuid ];
}
}
</script>
</body>
</html>