webgl_postprocessing.html 7.1 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: #fff;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color:#000;
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a { color: red; }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <div id="info">
  29. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
  30. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  31. </div>
  32. <script type="text/javascript" src="../build/Three.js"></script>
  33. <script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
  34. <script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
  35. <script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
  36. <script type="text/javascript" src="js/postprocessing/FilmPass.js"></script>
  37. <script type="text/javascript" src="js/postprocessing/SepiaPass.js"></script>
  38. <script type="text/javascript" src="js/Detector.js"></script>
  39. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  40. <script type="text/javascript" src="js/Stats.js"></script>
  41. <!-- Time modulated procedural color fragment shader -->
  42. <script id="fs-colors" type="x-shader/x-fragment">
  43. varying vec2 vUv;
  44. uniform float time;
  45. void main() {
  46. gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  47. }
  48. </script>
  49. <!-- Generic vertex shader -->
  50. <script id="vs-generic" type="x-shader/x-vertex">
  51. varying vec2 vUv;
  52. void main() {
  53. vUv = vec2( uv.x, 1.0 - uv.y );
  54. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  55. }
  56. </script>
  57. <script type="text/javascript">
  58. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  59. var container, stats;
  60. var composer;
  61. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  62. var windowHalfX = window.innerWidth / 2;
  63. var windowHalfY = window.innerHeight / 2;
  64. var rtTexture, materialColor, materialScreen, materialFilm, materialConvolution, blurx, blury, quadBG, quadScreen;
  65. var delta = 0.01;
  66. init();
  67. animate();
  68. function init() {
  69. container = document.getElementById( 'container' );
  70. cameraOrtho = new THREE.OrthoCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  71. cameraOrtho.position.z = 100;
  72. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  73. cameraPerspective.position.z = 900;
  74. //
  75. sceneModel = new THREE.Scene();
  76. directionalLight = new THREE.DirectionalLight( 0xffffff );
  77. directionalLight.position.set( 0, 0, 1 );
  78. directionalLight.position.normalize();
  79. sceneModel.addLight( directionalLight );
  80. loader = new THREE.JSONLoader( true );
  81. document.body.appendChild( loader.statusDomElement );
  82. loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
  83. //
  84. sceneBG = new THREE.Scene();
  85. materialColor = new THREE.MeshShaderMaterial( {
  86. uniforms: { time: { type: "f", value: 0.0 } },
  87. vertexShader: getText( 'vs-generic' ),
  88. fragmentShader: getText( 'fs-colors' ),
  89. depthTest: false
  90. } );
  91. var plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
  92. quadBG = new THREE.Mesh( plane, materialColor );
  93. quadBG.position.z = -500;
  94. sceneBG.addObject( quadBG );
  95. //
  96. renderer = new THREE.WebGLRenderer( { antialias: false } );
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. renderer.autoClear = false;
  99. container.appendChild( renderer.domElement );
  100. stats = new Stats();
  101. stats.domElement.style.position = 'absolute';
  102. stats.domElement.style.top = '0px';
  103. container.appendChild( stats.domElement );
  104. //
  105. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  106. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  107. var effectBloom = new THREE.BloomPass( 0.75 );
  108. var effectFilm = new THREE.FilmPass( 0.35, 0.5, 2048, false );
  109. var effectSepia = new THREE.SepiaPass( 1.0 );
  110. renderModel.clear = false;
  111. effectFilm.renderToScreen = true;
  112. composer = new THREE.EffectComposer( renderer );
  113. composer.addPass( renderBackground );
  114. composer.addPass( renderModel );
  115. composer.addPass( effectBloom );
  116. composer.addPass( effectSepia );
  117. composer.addPass( effectFilm );
  118. //
  119. onWindowResize();
  120. window.addEventListener( 'resize', onWindowResize, false );
  121. }
  122. function onWindowResize( event ) {
  123. renderer.setSize( window.innerWidth, window.innerHeight );
  124. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  125. cameraPerspective.updateProjectionMatrix();
  126. cameraOrtho.left = window.innerWidth / - 2;
  127. cameraOrtho.right = window.innerWidth / 2;
  128. cameraOrtho.top = window.innerHeight / 2;
  129. cameraOrtho.bottom = window.innerHeight / - 2;
  130. cameraOrtho.updateProjectionMatrix();
  131. composer.reset();
  132. }
  133. function getText( id ) {
  134. return document.getElementById( id ).textContent;
  135. }
  136. function createMesh( geometry, scene, scale ) {
  137. geometry.computeTangents();
  138. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  139. var shader = THREE.ShaderUtils.lib[ "normal" ];
  140. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  141. uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  142. uniforms[ "uNormalScale" ].value = - 0.75;
  143. uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  144. uniforms[ "enableAO" ].value = false;
  145. uniforms[ "enableDiffuse" ].value = true;
  146. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  147. uniforms[ "uSpecularColor" ].value.setHex( specular );
  148. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  149. uniforms[ "uShininess" ].value = shininess;
  150. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  151. var mat2 = new THREE.MeshShaderMaterial( parameters );
  152. mesh = new THREE.Mesh( geometry, mat2 );
  153. mesh.position.set( 0, -50, 0 );
  154. mesh.scale.set( scale, scale, scale );
  155. scene.addObject( mesh );
  156. loader.statusDomElement.style.display = "none";
  157. }
  158. //
  159. function animate() {
  160. requestAnimationFrame( animate );
  161. render();
  162. stats.update();
  163. }
  164. function render() {
  165. var time = new Date().getTime() * 0.0004;
  166. if ( mesh ) mesh.rotation.y = -time;
  167. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  168. delta *= -1;
  169. }
  170. materialColor.uniforms.time.value += delta / 2;
  171. renderer.clear();
  172. composer.render( delta );
  173. }
  174. </script>
  175. </body>
  176. </html>