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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - postprocessing pixel</title>
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+ <meta charset="utf-8">
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+ <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>
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+
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+<body>
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node based pixelation pass with optional single pixel outlines by
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+ <a href="https://github.com/KodyJKing" target="_blank" rel="noopener">Kody King</a><br /><br />
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+ </div>
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+
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+ <div id="container"></div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.webgpu.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+
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+ import { uniform, pixelationPass } from 'three/tsl';
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+
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+ let camera, scene, renderer, postProcessing, crystalMesh, clock;
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+ let gui, effectController;
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+
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+ init();
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+
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+ function init() {
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+
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+ const aspectRatio = window.innerWidth / window.innerHeight;
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+
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+ camera = new THREE.OrthographicCamera( - aspectRatio, aspectRatio, 1, - 1, 0.1, 10 );
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+ camera.position.y = 2 * Math.tan( Math.PI / 6 );
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+ camera.position.z = 2;
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0x151729 );
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+
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+ clock = new THREE.Clock();
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+
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+ // textures
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+
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+ const loader = new THREE.TextureLoader();
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+ const texChecker = pixelTexture( loader.load( 'textures/checker.png' ) );
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+ const texChecker2 = pixelTexture( loader.load( 'textures/checker.png' ) );
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+ texChecker.repeat.set( 3, 3 );
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+ texChecker2.repeat.set( 1.5, 1.5 );
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+
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+ // meshes
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+
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+ const boxMaterial = new THREE.MeshPhongMaterial( { map: texChecker2 } );
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+
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+ function addBox( boxSideLength, x, z, rotation ) {
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+
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+ const mesh = new THREE.Mesh( new THREE.BoxGeometry( boxSideLength, boxSideLength, boxSideLength ), boxMaterial );
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+ mesh.castShadow = true;
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+ //mesh.receiveShadow = true;
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+ mesh.rotation.y = rotation;
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+ mesh.position.y = boxSideLength / 2;
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+ mesh.position.set( x, boxSideLength / 2 + .0001, z );
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+ scene.add( mesh );
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+ return mesh;
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+
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+ }
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+
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+ addBox( .4, 0, 0, Math.PI / 4 );
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+ addBox( .5, - .5, - .5, Math.PI / 4 );
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+
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+ const planeSideLength = 2;
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+ const planeMesh = new THREE.Mesh(
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+ new THREE.PlaneGeometry( planeSideLength, planeSideLength ),
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+ new THREE.MeshPhongMaterial( { map: texChecker } )
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+ );
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+ planeMesh.receiveShadow = true;
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+ planeMesh.rotation.x = - Math.PI / 2;
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+ scene.add( planeMesh );
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+
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+ const radius = .2;
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+ const geometry = new THREE.IcosahedronGeometry( radius );
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+ crystalMesh = new THREE.Mesh(
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+ geometry,
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+ new THREE.MeshPhongMaterial( {
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+ color: 0x68b7e9,
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+ emissive: 0x4f7e8b,
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+ shininess: 10,
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+ specular: 0xffffff
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+ } )
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+ );
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+ //crystalMesh.receiveShadow = true;
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+ crystalMesh.castShadow = true;
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+ scene.add( crystalMesh );
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+
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+ // lights
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+
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+ scene.add( new THREE.AmbientLight( 0x757f8e, 3 ) );
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+
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+ const directionalLight = new THREE.DirectionalLight( 0xfffecd, 1.5 );
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+ directionalLight.position.set( 100, 100, 100 );
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+ directionalLight.castShadow = true;
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+ directionalLight.shadow.mapSize.set( 2048, 2048 );
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+ scene.add( directionalLight );
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+
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+ const spotLight = new THREE.SpotLight( 0xffc100, 10, 10, Math.PI / 16, .02, 2 );
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+ spotLight.position.set( 2, 2, 0 );
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+ const target = spotLight.target;
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+ scene.add( target );
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+ target.position.set( 0, 0, 0 );
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+ spotLight.castShadow = true;
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+ scene.add( spotLight );
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+
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+ renderer = new THREE.WebGPURenderer( { antialias: false } );
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+ renderer.shadowMap.enabled = true;
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+ //renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( animate );
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+ document.body.appendChild( renderer.domElement );
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+
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+ effectController = {
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+ pixelSize: uniform( 6 ),
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+ normalEdgeStrength: uniform( 0.3 ),
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+ depthEdgeStrength: uniform( 0.4 ),
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+ pixelAlignedPanning: true
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+ };
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+
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+ postProcessing = new THREE.PostProcessing( renderer );
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+ const scenePass = pixelationPass( scene, camera, effectController.pixelSize, effectController.normalEdgeStrength, effectController.depthEdgeStrength );
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+ postProcessing.outputNode = scenePass;
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ const controls = new OrbitControls( camera, renderer.domElement );
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+ controls.maxZoom = 2;
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+
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+ // gui
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+
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+ gui = new GUI();
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+ gui.add( effectController.pixelSize, 'value', 1, 16, 1 ).name( 'Pixel Size' );
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+ gui.add( effectController.normalEdgeStrength, 'value', 0, 2, 0.05 ).name( 'Normal Edge Strength' );
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+ gui.add( effectController.depthEdgeStrength, 'value', 0, 1, 0.05 ).name( 'Depth Edge Strength' );
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+ gui.add( effectController, 'pixelAlignedPanning' );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ const aspectRatio = window.innerWidth / window.innerHeight;
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+ camera.left = - aspectRatio;
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+ camera.right = aspectRatio;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ const t = clock.getElapsedTime();
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+
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+ crystalMesh.material.emissiveIntensity = Math.sin( t * 3 ) * .5 + .5;
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+ crystalMesh.position.y = .7 + Math.sin( t * 2 ) * .05;
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+ crystalMesh.rotation.y = stopGoEased( t, 2, 4 ) * 2 * Math.PI;
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+
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+ const rendererSize = renderer.getSize( new THREE.Vector2() );
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+ const aspectRatio = rendererSize.x / rendererSize.y;
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+
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+ if ( effectController.pixelAlignedPanning ) {
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+
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+ const pixelSize = effectController.pixelSize.value;
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+
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+ pixelAlignFrustum( camera, aspectRatio, Math.floor( rendererSize.x / pixelSize ),
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+ Math.floor( rendererSize.y / pixelSize ) );
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+
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+ } else if ( camera.left != - aspectRatio || camera.top != 1.0 ) {
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+
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+ // Reset the Camera Frustum if it has been modified
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+ camera.left = - aspectRatio;
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+ camera.right = aspectRatio;
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+ camera.top = 1.0;
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+ camera.bottom = - 1.0;
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+ camera.updateProjectionMatrix();
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+
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+ }
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+
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+ postProcessing.render();
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+
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+ }
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+
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+ // Helper functions
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+
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+ function pixelTexture( texture ) {
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+
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+ texture.minFilter = THREE.NearestFilter;
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+ texture.magFilter = THREE.NearestFilter;
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+ texture.generateMipmaps = false;
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+ texture.wrapS = THREE.RepeatWrapping;
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+ texture.wrapT = THREE.RepeatWrapping;
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+ texture.colorSpace = THREE.SRGBColorSpace;
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+ return texture;
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+
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+ }
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+
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+ function easeInOutCubic( x ) {
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+
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+ return x ** 2 * 3 - x ** 3 * 2;
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+
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+ }
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+
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+ function linearStep( x, edge0, edge1 ) {
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+
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+ const w = edge1 - edge0;
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+ const m = 1 / w;
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+ const y0 = - m * edge0;
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+ return THREE.MathUtils.clamp( y0 + m * x, 0, 1 );
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+
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+ }
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+
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+ function stopGoEased( x, downtime, period ) {
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+
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+ const cycle = ( x / period ) | 0;
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+ const tween = x - cycle * period;
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+ const linStep = easeInOutCubic( linearStep( tween, downtime, period ) );
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+ return cycle + linStep;
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+
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+ }
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+
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+ function pixelAlignFrustum( camera, aspectRatio, pixelsPerScreenWidth, pixelsPerScreenHeight ) {
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+
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+ // 0. Get Pixel Grid Units
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+ const worldScreenWidth = ( ( camera.right - camera.left ) / camera.zoom );
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+ const worldScreenHeight = ( ( camera.top - camera.bottom ) / camera.zoom );
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+ const pixelWidth = worldScreenWidth / pixelsPerScreenWidth;
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+ const pixelHeight = worldScreenHeight / pixelsPerScreenHeight;
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+
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+ // 1. Project the current camera position along its local rotation bases
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+ const camPos = new THREE.Vector3(); camera.getWorldPosition( camPos );
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+ const camRot = new THREE.Quaternion(); camera.getWorldQuaternion( camRot );
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+ const camRight = new THREE.Vector3( 1.0, 0.0, 0.0 ).applyQuaternion( camRot );
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+ const camUp = new THREE.Vector3( 0.0, 1.0, 0.0 ).applyQuaternion( camRot );
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+ const camPosRight = camPos.dot( camRight );
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+ const camPosUp = camPos.dot( camUp );
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+
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+ // 2. Find how far along its position is along these bases in pixel units
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+ const camPosRightPx = camPosRight / pixelWidth;
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+ const camPosUpPx = camPosUp / pixelHeight;
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+
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+ // 3. Find the fractional pixel units and convert to world units
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+ const fractX = camPosRightPx - Math.round( camPosRightPx );
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+ const fractY = camPosUpPx - Math.round( camPosUpPx );
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+
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+ // 4. Add fractional world units to the left/right top/bottom to align with the pixel grid
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+ camera.left = - aspectRatio - ( fractX * pixelWidth );
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+ camera.right = aspectRatio - ( fractX * pixelWidth );
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+ camera.top = 1.0 - ( fractY * pixelHeight );
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+ camera.bottom = - 1.0 - ( fractY * pixelHeight );
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+ camera.updateProjectionMatrix();
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+
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+ }
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+
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+ </script>
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+</body>
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+
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+</html>
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