webgl_postprocessing_advanced.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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #000;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#fff;
  20. background-color: rgba( 0, 0, 0, 0.5 );
  21. position: relative;
  22. margin: 0 auto -2.1em;
  23. top: 0px;
  24. width: 550px;
  25. padding: 5px;
  26. z-index:100;
  27. }
  28. a { color: red; }
  29. </style>
  30. </head>
  31. <body>
  32. <div id="info">
  33. <a href="http://threejs.org" target="_blank">three.js</a> - webgl postprocessing example -
  34. <a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank">Lee Perry-Smith</a> head
  35. </div>
  36. <div id="container"></div>
  37. <script src="../build/three.min.js"></script>
  38. <script src="js/shaders/BleachBypassShader.js"></script>
  39. <script src="js/shaders/ColorifyShader.js"></script>
  40. <script src="js/shaders/ConvolutionShader.js"></script>
  41. <script src="js/shaders/CopyShader.js"></script>
  42. <script src="js/shaders/DotScreenShader.js"></script>
  43. <script src="js/shaders/FilmShader.js"></script>
  44. <script src="js/shaders/HorizontalBlurShader.js"></script>
  45. <script src="js/shaders/SepiaShader.js"></script>
  46. <script src="js/shaders/VerticalBlurShader.js"></script>
  47. <script src="js/shaders/VignetteShader.js"></script>
  48. <script src="js/postprocessing/EffectComposer.js"></script>
  49. <script src="js/postprocessing/RenderPass.js"></script>
  50. <script src="js/postprocessing/BloomPass.js"></script>
  51. <script src="js/postprocessing/FilmPass.js"></script>
  52. <script src="js/postprocessing/DotScreenPass.js"></script>
  53. <script src="js/postprocessing/TexturePass.js"></script>
  54. <script src="js/postprocessing/ShaderPass.js"></script>
  55. <script src="js/postprocessing/MaskPass.js"></script>
  56. <script src="js/Detector.js"></script>
  57. <script src="js/libs/stats.min.js"></script>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var container, stats;
  61. var composerScene, composer1, composer2, composer3, composer4;
  62. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  63. var width = window.innerWidth || 2;
  64. var height = window.innerHeight || 2;
  65. var halfWidth = width / 2;
  66. var halfHeight = height / 2;
  67. var materialColor, material2D, quadBG, quadMask, renderScene;
  68. var delta = 0.01;
  69. init();
  70. animate();
  71. function init() {
  72. container = document.getElementById( 'container' );
  73. //
  74. cameraOrtho = new THREE.OrthographicCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
  75. cameraOrtho.position.z = 100;
  76. cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
  77. cameraPerspective.position.z = 900;
  78. //
  79. sceneModel = new THREE.Scene();
  80. sceneBG = new THREE.Scene();
  81. //
  82. directionalLight = new THREE.DirectionalLight( 0xffffff );
  83. directionalLight.position.set( 0, -0.1, 1 ).normalize();
  84. sceneModel.add( directionalLight );
  85. loader = new THREE.JSONLoader();
  86. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createMesh( geometry, sceneModel, 100 ) } );
  87. //
  88. var materialColor = new THREE.MeshBasicMaterial( {
  89. map: THREE.ImageUtils.loadTexture( "textures/cube/SwedishRoyalCastle/pz.jpg" ),
  90. depthTest: false
  91. } );
  92. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), materialColor );
  93. quadBG.position.z = -500;
  94. quadBG.scale.set( width, height, 1 );
  95. sceneBG.add( quadBG );
  96. //
  97. var sceneMask = new THREE.Scene();
  98. quadMask = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  99. quadMask.position.z = -300;
  100. quadMask.scale.set( width / 2, height / 2, 1 );
  101. sceneMask.add( quadMask );
  102. //
  103. renderer = new THREE.WebGLRenderer( { antialias: false } );
  104. renderer.setClearColor( 0x000000 );
  105. renderer.setPixelRatio( window.devicePixelRatio );
  106. renderer.setSize( width, height );
  107. renderer.autoClear = false;
  108. //
  109. renderer.gammaInput = true;
  110. renderer.gammaOutput = true;
  111. //
  112. container.appendChild( renderer.domElement );
  113. //
  114. stats = new Stats();
  115. stats.domElement.style.position = 'absolute';
  116. stats.domElement.style.top = '0px';
  117. //container.appendChild( stats.domElement );
  118. //
  119. var shaderBleach = THREE.BleachBypassShader;
  120. var shaderSepia = THREE.SepiaShader;
  121. var shaderVignette = THREE.VignetteShader;
  122. var shaderCopy = THREE.CopyShader;
  123. var effectBleach = new THREE.ShaderPass( shaderBleach );
  124. var effectSepia = new THREE.ShaderPass( shaderSepia );
  125. var effectVignette = new THREE.ShaderPass( shaderVignette );
  126. var effectCopy = new THREE.ShaderPass( shaderCopy );
  127. effectBleach.uniforms[ "opacity" ].value = 0.95;
  128. effectSepia.uniforms[ "amount" ].value = 0.9;
  129. effectVignette.uniforms[ "offset" ].value = 0.95;
  130. effectVignette.uniforms[ "darkness" ].value = 1.6;
  131. var effectBloom = new THREE.BloomPass( 0.5 );
  132. var effectFilm = new THREE.FilmPass( 0.35, 0.025, 648, false );
  133. var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
  134. var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
  135. var effectHBlur = new THREE.ShaderPass( THREE.HorizontalBlurShader );
  136. var effectVBlur = new THREE.ShaderPass( THREE.VerticalBlurShader );
  137. effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
  138. effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
  139. var effectColorify1 = new THREE.ShaderPass( THREE.ColorifyShader );
  140. var effectColorify2 = new THREE.ShaderPass( THREE.ColorifyShader );
  141. effectColorify1.uniforms[ 'color' ].value.setRGB( 1, 0.8, 0.8 );
  142. effectColorify2.uniforms[ 'color' ].value.setRGB( 1, 0.75, 0.5 );
  143. var clearMask = new THREE.ClearMaskPass();
  144. var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
  145. var renderMaskInverse = new THREE.MaskPass( sceneModel, cameraPerspective );
  146. renderMaskInverse.inverse = true;
  147. //effectFilm.renderToScreen = true;
  148. //effectFilmBW.renderToScreen = true;
  149. //effectDotScreen.renderToScreen = true;
  150. //effectBleach.renderToScreen = true;
  151. effectVignette.renderToScreen = true;
  152. //effectCopy.renderToScreen = true;
  153. //
  154. var rtParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: true };
  155. var rtWidth = width / 2;
  156. var rtHeight = height / 2;
  157. //
  158. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  159. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  160. renderModel.clear = false;
  161. composerScene = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
  162. composerScene.addPass( renderBackground );
  163. composerScene.addPass( renderModel );
  164. composerScene.addPass( renderMaskInverse );
  165. composerScene.addPass( effectHBlur );
  166. composerScene.addPass( effectVBlur );
  167. composerScene.addPass( clearMask );
  168. //
  169. renderScene = new THREE.TexturePass( composerScene.renderTarget2 );
  170. //
  171. composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  172. composer1.addPass( renderScene );
  173. //composer1.addPass( renderMask );
  174. composer1.addPass( effectFilmBW );
  175. //composer1.addPass( clearMask );
  176. composer1.addPass( effectVignette );
  177. //
  178. composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  179. composer2.addPass( renderScene );
  180. composer2.addPass( effectDotScreen );
  181. composer2.addPass( renderMask );
  182. composer2.addPass( effectColorify1 );
  183. composer2.addPass( clearMask );
  184. composer2.addPass( renderMaskInverse );
  185. composer2.addPass( effectColorify2 );
  186. composer2.addPass( clearMask );
  187. composer2.addPass( effectVignette );
  188. //
  189. composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  190. composer3.addPass( renderScene );
  191. //composer3.addPass( renderMask );
  192. composer3.addPass( effectSepia );
  193. composer3.addPass( effectFilm );
  194. //composer3.addPass( clearMask );
  195. composer3.addPass( effectVignette );
  196. //
  197. composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  198. composer4.addPass( renderScene );
  199. //composer4.addPass( renderMask );
  200. composer4.addPass( effectBloom );
  201. composer4.addPass( effectFilm );
  202. composer4.addPass( effectBleach );
  203. //composer4.addPass( clearMask );
  204. composer4.addPass( effectVignette );
  205. //
  206. //onWindowResize();
  207. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2;
  208. window.addEventListener( 'resize', onWindowResize, false );
  209. }
  210. function onWindowResize( event ) {
  211. halfWidth = window.innerWidth / 2;
  212. halfHeight = window.innerHeight / 2;
  213. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  214. cameraPerspective.updateProjectionMatrix();
  215. cameraOrtho.left = -halfWidth;
  216. cameraOrtho.right = halfWidth;
  217. cameraOrtho.top = halfHeight;
  218. cameraOrtho.bottom = -halfHeight;
  219. cameraOrtho.updateProjectionMatrix();
  220. renderer.setSize( window.innerWidth, window.innerHeight );
  221. composerScene.setSize( halfWidth * 2, halfHeight * 2 );
  222. composer1.setSize( halfWidth, halfHeight );
  223. composer2.setSize( halfWidth, halfHeight );
  224. composer3.setSize( halfWidth, halfHeight );
  225. composer4.setSize( halfWidth, halfHeight );
  226. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2;
  227. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  228. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  229. }
  230. function getText( id ) {
  231. return document.getElementById( id ).textContent;
  232. }
  233. function createMesh( geometry, scene, scale ) {
  234. var mat2 = new THREE.MeshLambertMaterial( {
  235. color: 0x999999,
  236. specular: 0x080808,
  237. shininess: 20,
  238. map: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" ),
  239. normalMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
  240. normalScale: new THREE.Vector2( 0.75, 0.75 )
  241. } );
  242. mesh = new THREE.Mesh( geometry, mat2 );
  243. mesh.position.set( 0, -50, 0 );
  244. mesh.scale.set( scale, scale, scale );
  245. scene.add( mesh );
  246. }
  247. //
  248. function animate() {
  249. requestAnimationFrame( animate );
  250. render();
  251. stats.update();
  252. }
  253. function render() {
  254. var time = Date.now() * 0.0004;
  255. if ( mesh ) mesh.rotation.y = -time;
  256. renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );
  257. renderer.clear();
  258. composerScene.render( delta );
  259. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  260. composer1.render( delta );
  261. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  262. composer2.render( delta );
  263. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  264. composer3.render( delta );
  265. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  266. composer4.render( delta );
  267. }
  268. </script>
  269. </body>
  270. </html>