webgl_postprocessing_nodes.html 13 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing with nodes</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. margin: 0px;
  10. background-color: #000;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. margin: 0px;
  15. text-align:center;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color: #fff;
  20. position: absolute;
  21. top: 10px;
  22. width: 100%;
  23. text-align: center;
  24. display:block;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank">three.js</a> - Node-Based Post-Processing
  31. </div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/libs/dat.gui.min.js"></script>
  34. <script src="js/shaders/CopyShader.js"></script>
  35. <script src="js/postprocessing/EffectComposer.js"></script>
  36. <script src="js/postprocessing/RenderPass.js"></script>
  37. <script src="js/postprocessing/MaskPass.js"></script>
  38. <script src="js/postprocessing/ShaderPass.js"></script>
  39. <!-- NodeLibrary -->
  40. <script src="js/nodes/GLNode.js"></script>
  41. <script src="js/nodes/RawNode.js"></script>
  42. <script src="js/nodes/TempNode.js"></script>
  43. <script src="js/nodes/InputNode.js"></script>
  44. <script src="js/nodes/ConstNode.js"></script>
  45. <script src="js/nodes/FunctionNode.js"></script>
  46. <script src="js/nodes/FunctionCallNode.js"></script>
  47. <script src="js/nodes/BuilderNode.js"></script>
  48. <script src="js/nodes/NodeLib.js"></script>
  49. <script src="js/nodes/NodeMaterial.js"></script>
  50. <!-- Accessors -->
  51. <script src="js/nodes/accessors/PositionNode.js"></script>
  52. <script src="js/nodes/accessors/NormalNode.js"></script>
  53. <script src="js/nodes/accessors/UVNode.js"></script>
  54. <script src="js/nodes/accessors/ColorsNode.js"></script>
  55. <!-- Inputs -->
  56. <script src="js/nodes/inputs/IntNode.js"></script>
  57. <script src="js/nodes/inputs/FloatNode.js"></script>
  58. <script src="js/nodes/inputs/ColorNode.js"></script>
  59. <script src="js/nodes/inputs/Vector2Node.js"></script>
  60. <script src="js/nodes/inputs/Vector3Node.js"></script>
  61. <script src="js/nodes/inputs/Vector4Node.js"></script>
  62. <script src="js/nodes/inputs/TextureNode.js"></script>
  63. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  64. <script src="js/nodes/inputs/ScreenNode.js"></script>
  65. <!-- Math -->
  66. <script src="js/nodes/math/Math1Node.js"></script>
  67. <script src="js/nodes/math/Math2Node.js"></script>
  68. <script src="js/nodes/math/Math3Node.js"></script>
  69. <script src="js/nodes/math/OperatorNode.js"></script>
  70. <!-- Utils -->
  71. <script src="js/nodes/utils/SwitchNode.js"></script>
  72. <script src="js/nodes/utils/JoinNode.js"></script>
  73. <script src="js/nodes/utils/TimerNode.js"></script>
  74. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  75. <!-- Post-Processing -->
  76. <script src="js/nodes/postprocessing/NodePass.js"></script>
  77. <script>
  78. var camera, scene, renderer, composer;
  79. var object, light, nodepass;
  80. var gui, guiElements = [];
  81. var param = { example: 'color-adjustment' };
  82. var textureLoader = new THREE.TextureLoader();
  83. var lensflare2 = textureLoader.load( 'textures/lensflare2.jpg' );
  84. lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
  85. var decalNormal = textureLoader.load( 'textures/decal/decal-normal.jpg' );
  86. decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;
  87. init();
  88. animate();
  89. function clearGui() {
  90. if ( gui ) gui.destroy();
  91. gui = new dat.GUI();
  92. var example = gui.add( param, 'example', {
  93. 'basic / color-adjustment': 'color-adjustment',
  94. 'basic / blends': 'blends',
  95. 'basic / fade': 'fade',
  96. 'basic / invert': 'invert',
  97. 'adv / saturation': 'saturation',
  98. 'adv / refraction': 'refraction',
  99. 'adv / mosaic': 'mosaic'
  100. } ).onFinishChange( function() {
  101. updateMaterial();
  102. } );
  103. gui.open();
  104. }
  105. function addGui( name, value, callback, isColor, min, max ) {
  106. var node;
  107. param[ name ] = value;
  108. if ( isColor ) {
  109. node = gui.addColor( param, name ).onChange( function() {
  110. callback( param[ name ] );
  111. } );
  112. }
  113. else if ( typeof value == 'object' ) {
  114. node = gui.add( param, name, value ).onChange( function() {
  115. callback( param[ name ] );
  116. } );
  117. }
  118. else {
  119. node = gui.add( param, name, min, max ).onChange( function() {
  120. callback( param[ name ] );
  121. } );
  122. }
  123. return node;
  124. }
  125. function updateMaterial() {
  126. var name = param.example;
  127. clearGui();
  128. switch ( name ) {
  129. case 'color-adjustment':
  130. var screen = new THREE.ScreenNode();
  131. var hue = new THREE.FloatNode();
  132. var sataturation = new THREE.FloatNode( 1 );
  133. var vibrance = new THREE.FloatNode();
  134. var brightness = new THREE.FloatNode( 0 );
  135. var contrast = new THREE.FloatNode( 1 );
  136. var hueNode = new THREE.ColorAdjustmentNode( screen, hue, THREE.ColorAdjustmentNode.HUE );
  137. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  138. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  139. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  140. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  141. nodepass.value = contrastNode;
  142. // GUI
  143. addGui( 'hue', hue.number, function( val ) {
  144. hue.number = val;
  145. }, false, 0, Math.PI * 2 );
  146. addGui( 'saturation', sataturation.number, function( val ) {
  147. sataturation.number = val;
  148. }, false, 0, 2 );
  149. addGui( 'vibrance', vibrance.number, function( val ) {
  150. vibrance.number = val;
  151. }, false, - 1, 1 );
  152. addGui( 'brightness', brightness.number, function( val ) {
  153. brightness.number = val;
  154. }, false, 0, .5 );
  155. addGui( 'contrast', contrast.number, function( val ) {
  156. contrast.number = val;
  157. }, false, 0, 2 );
  158. break;
  159. case 'fade':
  160. // PASS
  161. var color = new THREE.ColorNode( 0xFFFFFF );
  162. var percent = new THREE.FloatNode( .5 );
  163. var fade = new THREE.Math3Node(
  164. new THREE.ScreenNode(),
  165. color,
  166. percent,
  167. THREE.Math3Node.MIX
  168. );
  169. nodepass.value = fade;
  170. // GUI
  171. addGui( 'color', color.value.getHex(), function( val ) {
  172. color.value.setHex( val );
  173. }, true );
  174. addGui( 'fade', percent.number, function( val ) {
  175. percent.number = val;
  176. }, false, 0, 1 );
  177. break;
  178. case 'invert':
  179. // PASS
  180. var alpha = new THREE.FloatNode( 1 );
  181. var screen = new THREE.ScreenNode();
  182. var inverted = new THREE.Math1Node( screen, THREE.Math1Node.INVERT );
  183. var fade = new THREE.Math3Node(
  184. screen,
  185. inverted,
  186. alpha,
  187. THREE.Math3Node.MIX
  188. );
  189. nodepass.value = fade;
  190. // GUI
  191. addGui( 'alpha', alpha.number, function( val ) {
  192. alpha.number = val;
  193. }, false, 0, 1 );
  194. break;
  195. case 'blends':
  196. // PASS
  197. var multiply = new THREE.OperatorNode(
  198. new THREE.ScreenNode(),
  199. new THREE.TextureNode( lensflare2 ),
  200. THREE.OperatorNode.ADD
  201. );
  202. nodepass.value = multiply;
  203. // GUI
  204. addGui( 'blend', {
  205. 'addition' : THREE.OperatorNode.ADD,
  206. 'subtract' : THREE.OperatorNode.SUB,
  207. 'multiply' : THREE.OperatorNode.MUL,
  208. 'division' : THREE.OperatorNode.DIV
  209. }, function( val ) {
  210. multiply.op = val;
  211. nodepass.build();
  212. } );
  213. break;
  214. case 'saturation':
  215. // PASS
  216. var screen = new THREE.ScreenNode();
  217. var sat = new THREE.FloatNode( 0 );
  218. var satrgb = new THREE.FunctionNode( [
  219. "vec3 satrgb(vec3 rgb, float adjustment) {",
  220. //"const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  221. "vec3 intensity = vec3(dot(rgb, LUMA));",
  222. "return mix(intensity, rgb, adjustment);",
  223. "}"
  224. ].join( "\n" ) );
  225. var saturation = new THREE.FunctionCallNode( satrgb );
  226. saturation.inputs.rgb = screen;
  227. saturation.inputs.adjustment = sat;
  228. nodepass.value = saturation;
  229. // GUI
  230. addGui( 'saturation', sat.number, function( val ) {
  231. sat.number = val;
  232. }, false, 0, 2 );
  233. break;
  234. case 'refraction':
  235. // PASS
  236. var normal = new THREE.TextureNode( decalNormal );
  237. var normalXY = new THREE.SwitchNode( normal, 'xy' );
  238. var scale = new THREE.FloatNode( .5 );
  239. var flip = new THREE.Vector2Node( - 1, 1 );
  240. var normalXYFlip = new THREE.Math1Node(
  241. normalXY,
  242. THREE.Math1Node.INVERT
  243. );
  244. var offsetNormal = new THREE.OperatorNode(
  245. normalXYFlip,
  246. new THREE.FloatNode( .5 ),
  247. THREE.OperatorNode.ADD
  248. );
  249. var scaleTexture = new THREE.OperatorNode(
  250. new THREE.SwitchNode( normal, 'z' ),
  251. offsetNormal,
  252. THREE.OperatorNode.MUL
  253. );
  254. var scaleNormal = new THREE.Math3Node(
  255. new THREE.FloatNode( 1 ),
  256. scaleTexture,
  257. scale,
  258. THREE.Math3Node.MIX
  259. );
  260. var offsetCoord = new THREE.OperatorNode(
  261. new THREE.UVNode(),
  262. scaleNormal,
  263. THREE.OperatorNode.MUL
  264. );
  265. var screen = new THREE.ScreenNode( offsetCoord );
  266. nodepass.value = screen;
  267. // GUI
  268. addGui( 'scale', scale.number, function( val ) {
  269. scale.number = val;
  270. }, false, 0, 1 );
  271. addGui( 'invert', false, function( val ) {
  272. offsetNormal.a = val ? normalXYFlip : normalXY;
  273. nodepass.build();
  274. } );
  275. break;
  276. case 'mosaic':
  277. // PASS
  278. var scale = new THREE.FloatNode( 128 );
  279. var fade = new THREE.FloatNode( 1 );
  280. var uv = new THREE.UVNode();
  281. var blocks = new THREE.OperatorNode(
  282. uv,
  283. scale,
  284. THREE.OperatorNode.MUL
  285. );
  286. var blocksSize = new THREE.Math1Node(
  287. blocks,
  288. THREE.Math1Node.FLOOR
  289. );
  290. var coord = new THREE.OperatorNode(
  291. blocksSize,
  292. scale,
  293. THREE.OperatorNode.DIV
  294. );
  295. var fadeScreen = new THREE.Math3Node(
  296. uv,
  297. coord,
  298. fade,
  299. THREE.Math3Node.MIX
  300. );
  301. nodepass.value = new THREE.ScreenNode( fadeScreen );
  302. // GUI
  303. addGui( 'scale', scale.number, function( val ) {
  304. scale.number = val;
  305. }, false, 16, 1024 );
  306. addGui( 'fade', fade.number, function( val ) {
  307. fade.number = val;
  308. }, false, 0, 1 );
  309. addGui( 'mask', true, function( val ) {
  310. fadeCoord.c = val ? maskAlpha : fade;
  311. nodepass.build();
  312. } );
  313. break;
  314. }
  315. nodepass.build();
  316. }
  317. function init() {
  318. renderer = new THREE.WebGLRenderer();
  319. renderer.setPixelRatio( window.devicePixelRatio );
  320. renderer.setSize( window.innerWidth, window.innerHeight );
  321. document.body.appendChild( renderer.domElement );
  322. //
  323. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  324. camera.position.z = 400;
  325. scene = new THREE.Scene();
  326. scene.fog = new THREE.Fog( 0x0066FF, 1, 1000 );
  327. object = new THREE.Object3D();
  328. scene.add( object );
  329. var geometry = new THREE.SphereGeometry( 1, 4, 4 );
  330. for ( var i = 0; i < 100; i ++ ) {
  331. var material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), shading: THREE.FlatShading } );
  332. var mesh = new THREE.Mesh( geometry, material );
  333. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  334. mesh.position.multiplyScalar( Math.random() * 400 );
  335. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  336. mesh.scale.x = mesh.scale.y = mesh.scale.z = 10 + ( Math.random() * 40 );
  337. object.add( mesh );
  338. }
  339. scene.add( new THREE.AmbientLight( 0x999999 ) );
  340. light = new THREE.DirectionalLight( 0xffffff );
  341. light.position.set( 1, 1, 1 );
  342. scene.add( light );
  343. // postprocessing
  344. composer = new THREE.EffectComposer( renderer );
  345. composer.addPass( new THREE.RenderPass( scene, camera ) );
  346. nodepass = new THREE.NodePass();
  347. nodepass.renderToScreen = true;
  348. composer.addPass( nodepass );
  349. //
  350. updateMaterial();
  351. window.addEventListener( 'resize', onWindowResize, false );
  352. }
  353. function onWindowResize() {
  354. camera.aspect = window.innerWidth / window.innerHeight;
  355. camera.updateProjectionMatrix();
  356. renderer.setSize( window.innerWidth, window.innerHeight );
  357. composer.setSize( window.innerWidth, window.innerHeight );
  358. }
  359. function animate() {
  360. requestAnimationFrame( animate );
  361. object.rotation.x += 0.005;
  362. object.rotation.y += 0.01;
  363. composer.render();
  364. }
  365. </script>
  366. </body>
  367. </html>