webgl_postprocessing_advanced.html 10 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl postprocessing example<br/>
  12. <a href="http://g3d.cs.williams.edu/g3d/data10/index.html#mesh19" target="_blank" rel="noopener">Lee Perry-Smith</a> head
  13. </div>
  14. <div id="container"></div>
  15. <script type="module">
  16. import {
  17. Color,
  18. DirectionalLight,
  19. LinearFilter,
  20. Mesh,
  21. MeshBasicMaterial,
  22. MeshPhongMaterial,
  23. OrthographicCamera,
  24. PerspectiveCamera,
  25. PlaneBufferGeometry,
  26. RGBFormat,
  27. Scene,
  28. TextureLoader,
  29. Vector2,
  30. Uniform,
  31. WebGLRenderer,
  32. WebGLRenderTarget,
  33. } from "../build/three.module.js";
  34. import Stats from './jsm/libs/stats.module.js';
  35. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  36. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  37. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  38. import { BloomPass } from './jsm/postprocessing/BloomPass.js';
  39. import { FilmPass } from './jsm/postprocessing/FilmPass.js';
  40. import { DotScreenPass } from './jsm/postprocessing/DotScreenPass.js';
  41. import { MaskPass, ClearMaskPass } from './jsm/postprocessing/MaskPass.js';
  42. import { TexturePass } from './jsm/postprocessing/TexturePass.js';
  43. import { BleachBypassShader } from './jsm/shaders/BleachBypassShader.js';
  44. import { ColorifyShader } from './jsm/shaders/ColorifyShader.js';
  45. import { HorizontalBlurShader } from './jsm/shaders/HorizontalBlurShader.js';
  46. import { VerticalBlurShader } from './jsm/shaders/VerticalBlurShader.js';
  47. import { SepiaShader } from './jsm/shaders/SepiaShader.js';
  48. import { VignetteShader } from './jsm/shaders/VignetteShader.js';
  49. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  50. var container, stats;
  51. var composerScene, composer1, composer2, composer3, composer4;
  52. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  53. var width = window.innerWidth || 2;
  54. var height = window.innerHeight || 2;
  55. var halfWidth = width / 2;
  56. var halfHeight = height / 2;
  57. var quadBG, quadMask, renderScene;
  58. var delta = 0.01;
  59. init();
  60. animate();
  61. function init() {
  62. container = document.getElementById( 'container' );
  63. //
  64. cameraOrtho = new OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );
  65. cameraOrtho.position.z = 100;
  66. cameraPerspective = new PerspectiveCamera( 50, width / height, 1, 10000 );
  67. cameraPerspective.position.z = 900;
  68. //
  69. sceneModel = new Scene();
  70. sceneBG = new Scene();
  71. //
  72. directionalLight = new DirectionalLight( 0xffffff );
  73. directionalLight.position.set( 0, - 0.1, 1 ).normalize();
  74. sceneModel.add( directionalLight );
  75. var loader = new GLTFLoader();
  76. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  77. createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );
  78. } );
  79. //
  80. var materialColor = new MeshBasicMaterial( {
  81. map: new TextureLoader().load( "textures/cube/SwedishRoyalCastle/pz.jpg" ),
  82. depthTest: false
  83. } );
  84. quadBG = new Mesh( new PlaneBufferGeometry( 1, 1 ), materialColor );
  85. quadBG.position.z = - 500;
  86. quadBG.scale.set( width, height, 1 );
  87. sceneBG.add( quadBG );
  88. //
  89. var sceneMask = new Scene();
  90. quadMask = new Mesh( new PlaneBufferGeometry( 1, 1 ), new MeshBasicMaterial( { color: 0xffaa00 } ) );
  91. quadMask.position.z = - 300;
  92. quadMask.scale.set( width / 2, height / 2, 1 );
  93. sceneMask.add( quadMask );
  94. //
  95. renderer = new WebGLRenderer();
  96. renderer.setPixelRatio( window.devicePixelRatio );
  97. renderer.setSize( width, height );
  98. renderer.autoClear = false;
  99. //
  100. renderer.gammaInput = true;
  101. renderer.gammaOutput = true;
  102. //
  103. container.appendChild( renderer.domElement );
  104. //
  105. stats = new Stats();
  106. container.appendChild( stats.dom );
  107. //
  108. var shaderBleach = BleachBypassShader;
  109. var shaderSepia = SepiaShader;
  110. var shaderVignette = VignetteShader;
  111. // var shaderCopy = CopyShader;
  112. var effectBleach = new ShaderPass( shaderBleach );
  113. var effectSepia = new ShaderPass( shaderSepia );
  114. var effectVignette = new ShaderPass( shaderVignette );
  115. // var effectCopy = new ShaderPass( shaderCopy );
  116. effectBleach.uniforms[ "opacity" ].value = 0.95;
  117. effectSepia.uniforms[ "amount" ].value = 0.9;
  118. effectVignette.uniforms[ "offset" ].value = 0.95;
  119. effectVignette.uniforms[ "darkness" ].value = 1.6;
  120. var effectBloom = new BloomPass( 0.5 );
  121. var effectFilm = new FilmPass( 0.35, 0.025, 648, false );
  122. var effectFilmBW = new FilmPass( 0.35, 0.5, 2048, true );
  123. var effectDotScreen = new DotScreenPass( new Vector2( 0, 0 ), 0.5, 0.8 );
  124. var effectHBlur = new ShaderPass( HorizontalBlurShader );
  125. var effectVBlur = new ShaderPass( VerticalBlurShader );
  126. effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
  127. effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
  128. var effectColorify1 = new ShaderPass( ColorifyShader );
  129. var effectColorify2 = new ShaderPass( ColorifyShader );
  130. effectColorify1.uniforms[ 'color' ] = new Uniform( new Color( 1, 0.8, 0.8 ) );
  131. effectColorify2.uniforms[ 'color' ] = new Uniform( new Color( 1, 0.75, 0.5 ) );
  132. var clearMask = new ClearMaskPass();
  133. var renderMask = new MaskPass( sceneModel, cameraPerspective );
  134. var renderMaskInverse = new MaskPass( sceneModel, cameraPerspective );
  135. renderMaskInverse.inverse = true;
  136. //
  137. var rtParameters = {
  138. minFilter: LinearFilter,
  139. magFilter: LinearFilter,
  140. format: RGBFormat,
  141. stencilBuffer: true
  142. };
  143. var rtWidth = width / 2;
  144. var rtHeight = height / 2;
  145. //
  146. var renderBackground = new RenderPass( sceneBG, cameraOrtho );
  147. var renderModel = new RenderPass( sceneModel, cameraPerspective );
  148. renderModel.clear = false;
  149. composerScene = new EffectComposer( renderer, new WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
  150. composerScene.addPass( renderBackground );
  151. composerScene.addPass( renderModel );
  152. composerScene.addPass( renderMaskInverse );
  153. composerScene.addPass( effectHBlur );
  154. composerScene.addPass( effectVBlur );
  155. composerScene.addPass( clearMask );
  156. //
  157. renderScene = new TexturePass( composerScene.renderTarget2.texture );
  158. //
  159. composer1 = new EffectComposer( renderer, new WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  160. composer1.addPass( renderScene );
  161. //composer1.addPass( renderMask );
  162. composer1.addPass( effectFilmBW );
  163. //composer1.addPass( clearMask );
  164. composer1.addPass( effectVignette );
  165. //
  166. composer2 = new EffectComposer( renderer, new WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  167. composer2.addPass( renderScene );
  168. composer2.addPass( effectDotScreen );
  169. composer2.addPass( renderMask );
  170. composer2.addPass( effectColorify1 );
  171. composer2.addPass( clearMask );
  172. composer2.addPass( renderMaskInverse );
  173. composer2.addPass( effectColorify2 );
  174. composer2.addPass( clearMask );
  175. composer2.addPass( effectVignette );
  176. //
  177. composer3 = new EffectComposer( renderer, new WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  178. composer3.addPass( renderScene );
  179. //composer3.addPass( renderMask );
  180. composer3.addPass( effectSepia );
  181. composer3.addPass( effectFilm );
  182. //composer3.addPass( clearMask );
  183. composer3.addPass( effectVignette );
  184. //
  185. composer4 = new EffectComposer( renderer, new WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  186. composer4.addPass( renderScene );
  187. //composer4.addPass( renderMask );
  188. composer4.addPass( effectBloom );
  189. composer4.addPass( effectFilm );
  190. composer4.addPass( effectBleach );
  191. //composer4.addPass( clearMask );
  192. composer4.addPass( effectVignette );
  193. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
  194. window.addEventListener( 'resize', onWindowResize, false );
  195. }
  196. function onWindowResize() {
  197. halfWidth = window.innerWidth / 2;
  198. halfHeight = window.innerHeight / 2;
  199. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  200. cameraPerspective.updateProjectionMatrix();
  201. cameraOrtho.left = - halfWidth;
  202. cameraOrtho.right = halfWidth;
  203. cameraOrtho.top = halfHeight;
  204. cameraOrtho.bottom = - halfHeight;
  205. cameraOrtho.updateProjectionMatrix();
  206. renderer.setSize( window.innerWidth, window.innerHeight );
  207. composerScene.setSize( halfWidth * 2, halfHeight * 2 );
  208. composer1.setSize( halfWidth, halfHeight );
  209. composer2.setSize( halfWidth, halfHeight );
  210. composer3.setSize( halfWidth, halfHeight );
  211. composer4.setSize( halfWidth, halfHeight );
  212. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
  213. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  214. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  215. }
  216. function createMesh( geometry, scene, scale ) {
  217. var mat2 = new MeshPhongMaterial( {
  218. color: 0x999999,
  219. specular: 0x080808,
  220. shininess: 20,
  221. map: new TextureLoader().load( "models/gltf/LeePerrySmith/Map-COL.jpg" ),
  222. normalMap: new TextureLoader().load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
  223. normalScale: new Vector2( 0.75, 0.75 )
  224. } );
  225. mesh = new Mesh( geometry, mat2 );
  226. mesh.position.set( 0, - 50, 0 );
  227. mesh.scale.set( scale, scale, scale );
  228. scene.add( mesh );
  229. }
  230. //
  231. function animate() {
  232. requestAnimationFrame( animate );
  233. stats.begin();
  234. render();
  235. stats.end();
  236. }
  237. function render() {
  238. var time = Date.now() * 0.0004;
  239. if ( mesh ) mesh.rotation.y = - time;
  240. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  241. composerScene.render( delta );
  242. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  243. composer1.render( delta );
  244. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  245. composer2.render( delta );
  246. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  247. composer3.render( delta );
  248. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  249. composer4.render( delta );
  250. }
  251. </script>
  252. </body>
  253. </html>