webgl_postprocessing_color_halftone.html 5.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. .info {
  15. position: absolute;
  16. background-color: black;
  17. opacity: 0.8;
  18. color: white;
  19. text-align: center;
  20. top: 0px;
  21. width: 100%;
  22. }
  23. .info a {
  24. color: #00ffff;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <script src="../build/three.js"></script>
  30. <script src="js/postprocessing/EffectComposer.js"></script>
  31. <script src="js/postprocessing/RenderPass.js"></script>
  32. <script src="js/postprocessing/ShaderPass.js"></script>
  33. <script src="js/postprocessing/HalftonePass.js"></script>
  34. <script src="js/shaders/CopyShader.js"></script>
  35. <script src="js/shaders/HalftoneShader.js"></script>
  36. <script src="js/shaders/DepthLimitedBlurShader.js"></script>
  37. <script src="js/shaders/UnpackDepthRGBAShader.js"></script>
  38. <script src="js/Detector.js"></script>
  39. <script src='js/libs/dat.gui.min.js'></script>
  40. <div class="info">
  41. <a href="http://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - Halftone shader by
  42. <a href="https://github.com/meatbags" target="_blank">@meatbags</a>
  43. </div>
  44. <script>
  45. if (!Detector.webgl) {
  46. Detector.addGetWebGLMessage();
  47. }
  48. class Example {
  49. constructor() {
  50. this.wrapper = document.createElement('div');
  51. document.body.appendChild(this.wrapper);
  52. this.clock = new THREE.Clock();
  53. this.width = window.innerWidth;
  54. this.height = window.innerHeight;
  55. this.camera = new THREE.PerspectiveCamera(75, this.width / this.height, 1, 1000);
  56. this.camera.position.z = 20;
  57. this.rotationSpeed = Math.PI / 64;
  58. this.initScene();
  59. this.initRender();
  60. this.initGUI();
  61. this.loop();
  62. }
  63. initScene() {
  64. var geo = new THREE.BoxBufferGeometry(2, 2, 2);
  65. var mat = new THREE.ShaderMaterial({
  66. uniforms: {},
  67. vertexShader: `
  68. varying vec2 vUV;
  69. varying vec3 vNormal;
  70. void main() {
  71. vUV = uv;
  72. vNormal = vec3(normal);
  73. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  74. }`,
  75. fragmentShader: `
  76. varying vec2 vUV;
  77. varying vec3 vNormal;
  78. void main() {
  79. vec4 c = vec4(abs(vNormal) + vec3(vUV, 0.0), 0.0);
  80. gl_FragColor = c;
  81. }`
  82. });
  83. this.group = new THREE.Group();
  84. var rand = (x) => { return x * Math.random() - x * 0.5; };
  85. for (var i=0; i<50; ++i) {
  86. var mesh = new THREE.Mesh(geo.clone(), mat.clone());
  87. mesh.position.set(rand(15), rand(15), rand(15));
  88. mesh.rotation.set(rand(Math.PI), rand(Math.PI), rand(Math.PI));
  89. this.group.add(mesh);
  90. }
  91. this.scene = new THREE.Scene();
  92. this.scene.background = new THREE.Color(0x111111);
  93. this.scene.add(this.group);
  94. }
  95. initRender() {
  96. // 3js renderer
  97. this.renderer = new THREE.WebGLRenderer({antialias: true});
  98. this.renderer.setPixelRatio(window.devicePixelRatio);
  99. this.renderer.setSize(window.innerWidth, window.innerHeight);
  100. // effect composer
  101. this.composer = new THREE.EffectComposer(this.renderer);
  102. this.renderPass = new THREE.RenderPass(this.scene, this.camera);
  103. this.halftonePass = new THREE.HalftonePass(this.width, this.height);
  104. this.halftonePass.renderToScreen = true;
  105. this.composer.addPass(this.renderPass);
  106. this.composer.addPass(this.halftonePass);
  107. // add to doc
  108. this.wrapper.appendChild(this.renderer.domElement);
  109. }
  110. initGUI() {
  111. var guiTarget = this.halftonePass.uniforms;
  112. var controller = {
  113. radius: 5,
  114. rotateSampleGrid: 45,
  115. rotateC: 45,
  116. rotateM: 30,
  117. rotateY: 60,
  118. shape: 1
  119. };
  120. var onGUIChange = function() {
  121. guiTarget.radius.value = controller.radius;
  122. guiTarget.rSample.value = controller.rotateSampleGrid * (Math.PI / 180);
  123. guiTarget.rC.value = controller.rotateC * (Math.PI / 180);
  124. guiTarget.rM.value = controller.rotateM * (Math.PI / 180);
  125. guiTarget.rY.value = controller.rotateY * (Math.PI / 180);
  126. guiTarget.shape.value = controller.shape;
  127. };
  128. this.gui = new dat.GUI();
  129. this.gui.add(controller, 'shape', {'dot': 1, 'euclidean-dot': 2, 'ellipse': 3, 'line': 4}).onChange(onGUIChange);
  130. this.gui.add(controller, 'radius', 1, 50).onChange(onGUIChange);
  131. //this.gui.add(controller, 'rotateSampleGrid', 0, 360).onChange(onGUIChange);
  132. this.gui.add(controller, 'rotateC', 0, 360).onChange(onGUIChange);
  133. this.gui.add(controller, 'rotateM', 0, 360).onChange(onGUIChange);
  134. this.gui.add(controller, 'rotateY', 0, 360).onChange(onGUIChange);
  135. // reset
  136. onGUIChange();
  137. }
  138. loop() {
  139. requestAnimationFrame(() => { this.loop(); });
  140. var delta = this.clock.getDelta();
  141. this.group.rotation.y += delta * this.rotationSpeed;
  142. this.composer.render(delta);
  143. }
  144. }
  145. var example = new Example();
  146. </script>
  147. </body>
  148. </html>