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Docs: Added basic guide for post-processing.

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+ 2 - 0
docs/list.js

@@ -24,6 +24,7 @@ var list = {
 				"How to update things": "manual/en/introduction/How-to-update-things",
 				"How to dispose of objects": "manual/en/introduction/How-to-dispose-of-objects",
 				"How to create VR content": "manual/en/introduction/How-to-create-VR-content",
+				"How to use post-processing": "manual/en/introduction/How-to-use-post-processing",
 				"Matrix transformations": "manual/en/introduction/Matrix-transformations",
 				"Animation system": "manual/en/introduction/Animation-system"
 			},
@@ -461,6 +462,7 @@ var list = {
 				"如何更新场景": "manual/zh/introduction/How-to-update-things",
 				"如何废置对象": "manual/zh/introduction/How-to-dispose-of-objects",
 				"如何创建VR内容": "manual/zh/introduction/How-to-create-VR-content",
+				"How to use post-processing": "manual/zh/introduction/How-to-use-post-processing",
 				"矩阵变换": "manual/zh/introduction/Matrix-transformations",
 				"动画系统": "manual/zh/introduction/Animation-system"
 			},

+ 112 - 0
docs/manual/en/introduction/How-to-use-post-processing.html

@@ -0,0 +1,112 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8">
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>How to use post-processing</h1>
+
+		<p>
+			Many three.js applications render their 3D objects directly to the screen. Sometimes, however, you want to apply one or more graphical
+			effects like Depth-Of-Field, Bloom, Film Grain or various types of Anti-aliasing. Post-processing is a widely used approach
+			to implement such effects. First, the scene is rendered to a render target which represents a buffer in the video card's memory.
+			In the next step one ore more post-processing passes apply filters and effects to the image buffer before it is eventually rendered to
+			the screen.
+		</p>
+		<p>
+			three.js provides a complete post-processing solution via [page:EffectComposer] to implement such a workflow.
+		</p>
+
+		<h2>Workflow</h2>
+
+		<p>
+			The first step in the process is to import all necessary files from the examples directory. The guide assumes your are using the official
+			[link:https://www.npmjs.com/package/three npm package] of three.js. For our basic demo in this guide we need the following files.
+		</p>
+
+		<code>
+		import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
+		import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
+		import { GlitchPass } from 'three/examples/jsm/postprocessing/GlitchPass.js';
+		</code>
+
+		<p>
+			After all files are successfully imported, we can create our composer by passing in an instance of [page:WebGLRenderer].
+		</p>
+
+		<code>
+		var composer = new EffectComposer( renderer );
+		</code>
+
+		<p>
+			When using a composer, it's necessary to change the application's animation loop. Instead of calling the render method of
+			[page:WebGLRenderer], we now use the respective counterpart of [page:EffectComposer].
+		</p>
+
+		<code>
+		function animate() {
+
+			requestAnimationFrame( animate );
+
+			composer.render();
+
+		}
+		</code>
+
+		<p>
+			Our composer is now ready so it's possible to configure the chain of post-processing passes. These passes are responsible for creating
+			the final visual output of the application. They are processed in order of their addition/insertion. In our example, the instance of *RenderPass*
+			is executed first and then the instance of *GlitchPass*. The last enabled pass in the chain is automatically rendered to the screen. The setup
+			of the passes looks like so:
+		</p>
+
+		<code>
+		var renderPass = new RenderPass( scene, camera );
+		composer.addPass( renderPass );
+
+		var glitchPass = new GlitchPass();
+		composer.addPass( glitchPass );
+		</code>
+
+		<p>
+			*RenderPass* is normally placed at the beginning of the chain in order to provide the rendered scene as an input for the next post-processing step. In our case,
+			*GlitchPass* is going to use these image data to apply a wild glitch effect. Check out this [link:https://threejs.org/examples/webgl_postprocessing_glitch live example]
+			to see it in action.
+		</p>
+
+		<h2>Built-in Passes</h2>
+
+		<p>
+			You can use a wide range of pre-defined post-processing passes provided by the engine. They are located in the
+			[link:https://github.com/mrdoob/three.js/tree/dev/examples/jsm/postprocessing postprocessing] directory.
+		</p>
+
+		<h2>Custom Passes</h2>
+
+		<p>
+			Sometimes you want to write a custom post-processing shader and include it into the chain of post-processing passes. For this scenario,
+			you can utilize *ShaderPass*. After importing the file and your custom shader, you can use the following code to setup the pass.
+		</p>
+
+		<code>
+		import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
+		import { LuminosityShader } from 'three/examples/jsm/shaders/LuminosityShader.js';
+
+		// later in your init routine
+
+		var luminosityPass = new ShaderPass( LuminosityShader );
+		composer.addPass( luminosityPass );
+		</code>
+
+		<p>
+			The repository provides a file called [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/shaders/CopyShader.js CopyShader] which is a
+			good starting code for your own custom shader. *CopyShader* just copies the image contents of the [page:EffectComposer]'s read buffer
+			to its write buffer without applying any effects.
+		</p>
+
+	</body>
+</html>

+ 112 - 0
docs/manual/zh/introduction/How-to-use-post-processing.html

@@ -0,0 +1,112 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8">
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>How to use post-processing</h1>
+
+		<p>
+			Many three.js applications render their 3D objects directly to the screen. Sometimes, however, you want to apply one or more graphical
+			effects like Depth-Of-Field, Bloom, Film Grain or various types of Anti-aliasing. Post-processing is a widely used approach
+			to implement such effects. First, the scene is rendered to a render target which represents a buffer in the video card's memory.
+			In the next step one ore more post-processing passes apply filters and effects to the image buffer before it is eventually rendered to
+			the screen.
+		</p>
+		<p>
+			three.js provides a complete post-processing solution via [page:EffectComposer] to implement such a workflow.
+		</p>
+
+		<h2>Workflow</h2>
+
+		<p>
+			The first step in the process is to import all necessary files from the examples directory. The guide assumes your are using the official
+			[link:https://www.npmjs.com/package/three npm package] of three.js. For our basic demo in this guide we need the following files.
+		</p>
+
+		<code>
+		import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
+		import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
+		import { GlitchPass } from 'three/examples/jsm/postprocessing/GlitchPass.js';
+		</code>
+
+		<p>
+			After all files are successfully imported, we can create our composer by passing in an instance of [page:WebGLRenderer].
+		</p>
+
+		<code>
+		var composer = new EffectComposer( renderer );
+		</code>
+
+		<p>
+			When using a composer, it's necessary to change the application's animation loop. Instead of calling the render method of
+			[page:WebGLRenderer], we now use the respective counterpart of [page:EffectComposer].
+		</p>
+
+		<code>
+		function animate() {
+
+			requestAnimationFrame( animate );
+
+			composer.render();
+
+		}
+		</code>
+
+		<p>
+			Our composer is now ready so it's possible to configure the chain of post-processing passes. These passes are responsible for creating
+			the final visual output of the application. They are processed in order of their addition/insertion. In our example, the instance of *RenderPass*
+			is executed first and then the instance of *GlitchPass*. The last enabled pass in the chain is automatically rendered to the screen. The setup
+			of the passes looks like so:
+		</p>
+
+		<code>
+		var renderPass = new RenderPass( scene, camera );
+		composer.addPass( renderPass );
+
+		var glitchPass = new GlitchPass();
+		composer.addPass( glitchPass );
+		</code>
+
+		<p>
+			*RenderPass* is normally placed at the beginning of the chain in order to provide the rendered scene as an input for the next post-processing step. In our case,
+			*GlitchPass* is going to use these image data to apply a wild glitch effect. Check out this [link:https://threejs.org/examples/webgl_postprocessing_glitch live example]
+			to see it in action.
+		</p>
+
+		<h2>Built-in Passes</h2>
+
+		<p>
+			You can use a wide range of pre-defined post-processing passes provided by the engine. They are located in the
+			[link:https://github.com/mrdoob/three.js/tree/dev/examples/jsm/postprocessing postprocessing] directory.
+		</p>
+
+		<h2>Custom Passes</h2>
+
+		<p>
+			Sometimes you want to write a custom post-processing shader and include it into the chain of post-processing passes. For this scenario,
+			you can utilize *ShaderPass*. After importing the file and your custom shader, you can use the following code to setup the pass.
+		</p>
+
+		<code>
+		import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
+		import { LuminosityShader } from 'three/examples/jsm/shaders/LuminosityShader.js';
+
+		// later in your init routine
+
+		var luminosityPass = new ShaderPass( LuminosityShader );
+		composer.addPass( luminosityPass );
+		</code>
+
+		<p>
+			The repository provides a file called [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/shaders/CopyShader.js CopyShader] which is a
+			good starting code for your own custom shader. *CopyShader* just copies the image contents of the [page:EffectComposer]'s read buffer
+			to its write buffer without applying any effects.
+		</p>
+
+	</body>
+</html>