nn-ninja_n-brace/test.html
Hananoshika Yomaru 8754e0c975 a lot of features
2023-10-20 13:42:36 -07:00

263 lines
7.6 KiB
HTML

<!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>
<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";
import { OutputPass } from "three/addons/postprocessing/OutputPass.js";
const BLOOM_SCENE = 1;
const bloomLayer = new THREE.Layers();
bloomLayer.set(BLOOM_SCENE);
const params = {
threshold: 0,
strength: 1,
radius: 0.5,
exposure: 1,
};
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);
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.threshold;
bloomPass.strength = params.strength;
bloomPass.radius = params.radius;
const bloomComposer = new EffectComposer(renderer);
bloomComposer.renderToScreen = false;
bloomComposer.addPass(renderScene);
bloomComposer.addPass(bloomPass);
const mixPass = 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"
);
mixPass.needsSwap = true;
const outputPass = new OutputPass();
const finalComposer = new EffectComposer(renderer);
finalComposer.addPass(renderScene);
finalComposer.addPass(mixPass);
finalComposer.addPass(outputPass);
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
window.addEventListener("pointerdown", onPointerDown);
const gui = new GUI();
const bloomFolder = gui.addFolder("bloom");
bloomFolder.add(params, "threshold", 0.0, 1.0).onChange(function (value) {
bloomPass.threshold = Number(value);
render();
});
bloomFolder.add(params, "strength", 0.0, 3).onChange(function (value) {
bloomPass.strength = Number(value);
render();
});
bloomFolder
.add(params, "radius", 0.0, 1.0)
.step(0.01)
.onChange(function (value) {
bloomPass.radius = Number(value);
render();
});
const toneMappingFolder = gui.addFolder("tone mapping");
toneMappingFolder.add(params, "exposure", 0.1, 2).onChange(function (value) {
renderer.toneMappingExposure = Math.pow(value, 4.0);
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() {
scene.traverse(darkenNonBloomed);
bloomComposer.render();
scene.traverse(restoreMaterial);
// render the entire scene, then render bloom scene on top
finalComposer.render();
}
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>