webgl_postprocessing.html 11 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. color: #000;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. font-weight: bold;
  13. background-color: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color:#fff;
  19. background-color: rgba( 0, 0, 0, 0.5 );
  20. position: relative;
  21. margin: 0 auto -2.1em;
  22. top: 0px;
  23. width: 550px;
  24. padding: 5px;
  25. z-index:100;
  26. }
  27. a { color: red; }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
  33. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  34. </div>
  35. <div id="container"></div>
  36. <script type="text/javascript" src="../build/Three.js"></script>
  37. <script type="text/javascript" src="js/ShaderExtras.js"></script>
  38. <script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
  39. <script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
  40. <script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
  41. <script type="text/javascript" src="js/postprocessing/FilmPass.js"></script>
  42. <script type="text/javascript" src="js/postprocessing/DotScreenPass.js"></script>
  43. <script type="text/javascript" src="js/postprocessing/TexturePass.js"></script>
  44. <script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script>
  45. <script type="text/javascript" src="js/Detector.js"></script>
  46. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  47. <script type="text/javascript" src="js/Stats.js"></script>
  48. <!-- Time modulated procedural color fragment shader -->
  49. <script id="fs-colors" type="x-shader/x-fragment">
  50. varying vec2 vUv;
  51. uniform float time;
  52. void main() {
  53. //gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  54. gl_FragColor = vec4( 0.2, 0.4, 0.5, 1.0 );
  55. }
  56. </script>
  57. <!-- Generic vertex shader -->
  58. <script id="vs-generic" type="x-shader/x-vertex">
  59. varying vec2 vUv;
  60. void main() {
  61. vUv = vec2( uv.x, 1.0 - uv.y );
  62. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  63. }
  64. </script>
  65. <script type="text/javascript">
  66. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  67. var container, stats;
  68. var composerScene, composer1, composer2, composer3, composer4;
  69. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  70. var halfWidth = window.innerWidth / 2;
  71. var halfHeight = window.innerHeight / 2;
  72. var materialColor, material2D, quadBG, renderScene;
  73. var rtParameters;
  74. var delta = 0.01;
  75. init();
  76. animate();
  77. function init() {
  78. container = document.getElementById( 'container' );
  79. cameraOrtho = new THREE.OrthoCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
  80. cameraOrtho.position.z = 100;
  81. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  82. cameraPerspective.position.z = 900;
  83. //
  84. sceneModel = new THREE.Scene();
  85. directionalLight = new THREE.DirectionalLight( 0xffffff );
  86. directionalLight.position.set( 0, 0, 1 );
  87. directionalLight.position.normalize();
  88. sceneModel.addLight( directionalLight );
  89. loader = new THREE.JSONLoader( true );
  90. document.body.appendChild( loader.statusDomElement );
  91. loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
  92. //
  93. sceneBG = new THREE.Scene();
  94. materialColor = new THREE.MeshShaderMaterial( {
  95. uniforms: { time: { type: "f", value: 0.0 } },
  96. vertexShader: getText( 'vs-generic' ),
  97. fragmentShader: getText( 'fs-colors' ),
  98. depthTest: false
  99. } );
  100. var plane = new THREE.PlaneGeometry( 1, 1 );
  101. quadBG = new THREE.Mesh( plane, materialColor );
  102. quadBG.position.z = -500;
  103. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  104. sceneBG.addObject( quadBG );
  105. //
  106. renderer = new THREE.WebGLRenderer( { antialias: false } );
  107. renderer.setSize( window.innerWidth, window.innerHeight );
  108. renderer.autoClear = false;
  109. container.appendChild( renderer.domElement );
  110. //
  111. stats = new Stats();
  112. stats.domElement.style.position = 'absolute';
  113. stats.domElement.style.top = '0px';
  114. container.appendChild( stats.domElement );
  115. //
  116. var shaderBleach = THREE.ShaderExtras[ "bleachbypass" ];
  117. var shaderSepia = THREE.ShaderExtras[ "sepia" ];
  118. var shaderVignette = THREE.ShaderExtras[ "vignette" ];
  119. var shaderScreen = THREE.ShaderExtras[ "screen" ];
  120. var effectBleach = new THREE.ShaderPass( shaderBleach );
  121. var effectSepia = new THREE.ShaderPass( shaderSepia );
  122. var effectVignette = new THREE.ShaderPass( shaderVignette );
  123. var effectScreen = new THREE.ShaderPass( shaderScreen );
  124. effectBleach.uniforms[ "opacity" ].value = 0.95;
  125. effectSepia.uniforms[ "amount" ].value = 0.6;
  126. effectVignette.uniforms[ "offset" ].value = 0.95;
  127. effectVignette.uniforms[ "darkness" ].value = 1.6;
  128. var effectBloom = new THREE.BloomPass( 0.5 );
  129. var effectFilm = new THREE.FilmPass( 0.5, 0.025, 648, false );
  130. var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
  131. var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.6 );
  132. //effectFilm.renderToScreen = true;
  133. //effectFilmBW.renderToScreen = true;
  134. //effectDotScreen.renderToScreen = true;
  135. //effectBleach.renderToScreen = true;
  136. effectVignette.renderToScreen = true;
  137. //effectScreen.renderToScreen = true;
  138. //
  139. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  140. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  141. renderModel.clear = false;
  142. composerScene = new THREE.EffectComposer( renderer );
  143. composerScene.addPass( renderBackground );
  144. composerScene.addPass( renderModel );
  145. //
  146. renderScene = new THREE.TexturePass( composerScene.renderTarget );
  147. rtParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
  148. var rtWidth = window.innerWidth / 2;
  149. var rtHeight = window.innerHeight / 2;
  150. //
  151. composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  152. composer1.addPass( renderScene );
  153. composer1.addPass( effectFilmBW );
  154. composer1.addPass( effectVignette );
  155. //
  156. composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  157. composer2.addPass( renderScene );
  158. composer2.addPass( effectDotScreen );
  159. composer2.addPass( effectVignette );
  160. //
  161. composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  162. composer3.addPass( renderScene );
  163. composer3.addPass( effectSepia );
  164. composer3.addPass( effectFilm );
  165. composer3.addPass( effectVignette );
  166. //
  167. composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  168. composer4.addPass( renderScene );
  169. composer4.addPass( effectBloom );
  170. composer4.addPass( effectFilm );
  171. composer4.addPass( effectBleach );
  172. composer4.addPass( effectVignette );
  173. //
  174. onWindowResize();
  175. window.addEventListener( 'resize', onWindowResize, false );
  176. }
  177. function onWindowResize( event ) {
  178. halfWidth = window.innerWidth / 2;
  179. halfHeight = window.innerHeight / 2;
  180. renderer.setSize( window.innerWidth, window.innerHeight );
  181. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  182. cameraPerspective.updateProjectionMatrix();
  183. cameraOrtho.left = -halfWidth;
  184. cameraOrtho.right = halfWidth;
  185. cameraOrtho.top = halfHeight;
  186. cameraOrtho.bottom = -halfHeight;
  187. cameraOrtho.updateProjectionMatrix();
  188. composerScene.reset();
  189. composer1.reset();
  190. composer2.reset();
  191. composer3.reset();
  192. composer4.reset();
  193. composer1.renderTarget = new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters );
  194. composer2.renderTarget = new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters );
  195. composer3.renderTarget = new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters );
  196. composer4.renderTarget = new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters );
  197. renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget;
  198. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  199. }
  200. function getText( id ) {
  201. return document.getElementById( id ).textContent;
  202. }
  203. function createMesh( geometry, scene, scale ) {
  204. geometry.computeTangents();
  205. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  206. var shader = THREE.ShaderUtils.lib[ "normal" ];
  207. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  208. uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  209. uniforms[ "uNormalScale" ].value = - 0.75;
  210. uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  211. uniforms[ "enableAO" ].value = false;
  212. uniforms[ "enableDiffuse" ].value = true;
  213. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  214. uniforms[ "uSpecularColor" ].value.setHex( specular );
  215. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  216. uniforms[ "uShininess" ].value = shininess;
  217. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  218. var mat2 = new THREE.MeshShaderMaterial( parameters );
  219. mesh = new THREE.Mesh( geometry, mat2 );
  220. mesh.position.set( 0, -50, 0 );
  221. mesh.scale.set( scale, scale, scale );
  222. scene.addObject( mesh );
  223. loader.statusDomElement.style.display = "none";
  224. }
  225. //
  226. function animate() {
  227. requestAnimationFrame( animate );
  228. render();
  229. stats.update();
  230. }
  231. function render() {
  232. var time = new Date().getTime() * 0.0004;
  233. if ( mesh ) mesh.rotation.y = -time;
  234. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  235. delta *= -1;
  236. }
  237. materialColor.uniforms.time.value += delta / 2;
  238. renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );
  239. renderer.clear();
  240. composerScene.render( delta );
  241. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  242. composer1.render( delta );
  243. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  244. composer2.render( delta );
  245. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  246. composer3.render( delta );
  247. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  248. composer4.render( delta );
  249. }
  250. </script>
  251. </body>
  252. </html>