webgl_postprocessing_unreal_bloom_selective.html 7.7 KB
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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">
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		<link type="text/css" rel="stylesheet" href="main.css">
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	</head>
	<body>

		<div id="info">
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			<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>
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		</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() {

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				gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
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			}

		</script>

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		<script type="module">
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			import * as THREE from '../build/three.module.js';
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			import { GUI } from './jsm/libs/dat.gui.module.js';

			import { OrbitControls } from './jsm/controls/OrbitControls.js';
			import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
			import { RenderPass } from './jsm/postprocessing/RenderPass.js';
			import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
			import { UnrealBloomPass } from './jsm/postprocessing/UnrealBloomPass.js';

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			const ENTIRE_SCENE = 0, BLOOM_SCENE = 1;
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			const bloomLayer = new THREE.Layers();
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			bloomLayer.set( BLOOM_SCENE );

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			const params = {
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				exposure: 1,
				bloomStrength: 5,
				bloomThreshold: 0,
				bloomRadius: 0,
				scene: "Scene with Glow"
			};

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			const darkMaterial = new THREE.MeshBasicMaterial( { color: "black" } );
			const materials = {};
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			const renderer = new THREE.WebGLRenderer( { antialias: true } );
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			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );
			renderer.toneMapping = THREE.ReinhardToneMapping;
			document.body.appendChild( renderer.domElement );

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			const scene = new THREE.Scene();
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			const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
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			camera.position.set( 0, 0, 20 );
			camera.lookAt( 0, 0, 0 );

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			const controls = new OrbitControls( camera, renderer.domElement );
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			controls.maxPolarAngle = Math.PI * 0.5;
			controls.minDistance = 1;
			controls.maxDistance = 100;
			controls.addEventListener( 'change', render );

			scene.add( new THREE.AmbientLight( 0x404040 ) );

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			const renderScene = new RenderPass( scene, camera );
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			const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
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			bloomPass.threshold = params.bloomThreshold;
			bloomPass.strength = params.bloomStrength;
			bloomPass.radius = params.bloomRadius;

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			const bloomComposer = new EffectComposer( renderer );
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			bloomComposer.renderToScreen = false;
			bloomComposer.addPass( renderScene );
			bloomComposer.addPass( bloomPass );

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			const finalPass = new ShaderPass(
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				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;

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			const finalComposer = new EffectComposer( renderer );
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			finalComposer.addPass( renderScene );
			finalComposer.addPass( finalPass );

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			const raycaster = new THREE.Raycaster();
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			const mouse = new THREE.Vector2();
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			window.addEventListener( 'pointerdown', onPointerDown, false );
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			const gui = new GUI();
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			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();

			} );

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			const folder = gui.addFolder( 'Bloom Parameters' );
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			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();

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			function onPointerDown( event ) {
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				event.preventDefault();

				mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
				mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

				raycaster.setFromCamera( mouse, camera );
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				const intersects = raycaster.intersectObjects( scene.children );
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				if ( intersects.length > 0 ) {

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					const object = intersects[ 0 ].object;
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					object.layers.toggle( BLOOM_SCENE );
					render();

				}

			}

			window.onresize = function () {

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				const width = window.innerWidth;
				const height = window.innerHeight;
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				camera.aspect = width / height;
				camera.updateProjectionMatrix();

				renderer.setSize( width, height );

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				bloomComposer.setSize( width, height );
				finalComposer.setSize( width, height );
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				render();

			};

			function setupScene() {

				scene.traverse( disposeMaterial );
				scene.children.length = 0;

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				const geometry = new THREE.IcosahedronBufferGeometry( 1, 15 );
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				for ( let i = 0; i < 50; i ++ ) {
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					const color = new THREE.Color();
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					color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );

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					const material = new THREE.MeshBasicMaterial( { color: color } );
					const sphere = new THREE.Mesh( geometry, material );
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					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 );
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				}

				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>