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" rel="noopener">three.js</a> - webgl postprocessing example -
  34. <a href="http://g3d.cs.williams.edu/g3d/data10/index.html#mesh19" target="_blank" rel="noopener">Lee Perry-Smith</a> head
  35. </div>
  36. <div id="container"></div>
  37. <script src="../build/three.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/loaders/GLTFLoader.js"></script>
  57. <script src="js/WebGL.js"></script>
  58. <script src="js/libs/stats.min.js"></script>
  59. <script>
  60. if ( WEBGL.isWebGLAvailable() === false ) {
  61. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  62. }
  63. var container, stats;
  64. var composerScene, composer1, composer2, composer3, composer4;
  65. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  66. var width = window.innerWidth || 2;
  67. var height = window.innerHeight || 2;
  68. var halfWidth = width / 2;
  69. var halfHeight = height / 2;
  70. var quadBG, quadMask, renderScene;
  71. var delta = 0.01;
  72. init();
  73. animate();
  74. function init() {
  75. container = document.getElementById( 'container' );
  76. //
  77. cameraOrtho = new THREE.OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );
  78. cameraOrtho.position.z = 100;
  79. cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
  80. cameraPerspective.position.z = 900;
  81. //
  82. sceneModel = new THREE.Scene();
  83. sceneBG = new THREE.Scene();
  84. //
  85. directionalLight = new THREE.DirectionalLight( 0xffffff );
  86. directionalLight.position.set( 0, - 0.1, 1 ).normalize();
  87. sceneModel.add( directionalLight );
  88. var loader = new THREE.GLTFLoader();
  89. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  90. createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );
  91. } );
  92. //
  93. var materialColor = new THREE.MeshBasicMaterial( {
  94. map: new THREE.TextureLoader().load( "textures/cube/SwedishRoyalCastle/pz.jpg" ),
  95. depthTest: false
  96. } );
  97. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), materialColor );
  98. quadBG.position.z = - 500;
  99. quadBG.scale.set( width, height, 1 );
  100. sceneBG.add( quadBG );
  101. //
  102. var sceneMask = new THREE.Scene();
  103. quadMask = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  104. quadMask.position.z = - 300;
  105. quadMask.scale.set( width / 2, height / 2, 1 );
  106. sceneMask.add( quadMask );
  107. //
  108. renderer = new THREE.WebGLRenderer();
  109. renderer.setPixelRatio( window.devicePixelRatio );
  110. renderer.setSize( width, height );
  111. renderer.autoClear = false;
  112. //
  113. renderer.gammaInput = true;
  114. renderer.gammaOutput = true;
  115. //
  116. container.appendChild( renderer.domElement );
  117. //
  118. stats = new Stats();
  119. container.appendChild( stats.dom );
  120. //
  121. var shaderBleach = THREE.BleachBypassShader;
  122. var shaderSepia = THREE.SepiaShader;
  123. var shaderVignette = THREE.VignetteShader;
  124. // var shaderCopy = THREE.CopyShader;
  125. var effectBleach = new THREE.ShaderPass( shaderBleach );
  126. var effectSepia = new THREE.ShaderPass( shaderSepia );
  127. var effectVignette = new THREE.ShaderPass( shaderVignette );
  128. // var effectCopy = new THREE.ShaderPass( shaderCopy );
  129. effectBleach.uniforms[ "opacity" ].value = 0.95;
  130. effectSepia.uniforms[ "amount" ].value = 0.9;
  131. effectVignette.uniforms[ "offset" ].value = 0.95;
  132. effectVignette.uniforms[ "darkness" ].value = 1.6;
  133. var effectBloom = new THREE.BloomPass( 0.5 );
  134. var effectFilm = new THREE.FilmPass( 0.35, 0.025, 648, false );
  135. var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
  136. var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
  137. var effectHBlur = new THREE.ShaderPass( THREE.HorizontalBlurShader );
  138. var effectVBlur = new THREE.ShaderPass( THREE.VerticalBlurShader );
  139. effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
  140. effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
  141. var effectColorify1 = new THREE.ShaderPass( THREE.ColorifyShader );
  142. var effectColorify2 = new THREE.ShaderPass( THREE.ColorifyShader );
  143. effectColorify1.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.8, 0.8 ) );
  144. effectColorify2.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.75, 0.5 ) );
  145. var clearMask = new THREE.ClearMaskPass();
  146. var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
  147. var renderMaskInverse = new THREE.MaskPass( sceneModel, cameraPerspective );
  148. renderMaskInverse.inverse = true;
  149. //effectFilm.renderToScreen = true;
  150. //effectFilmBW.renderToScreen = true;
  151. //effectDotScreen.renderToScreen = true;
  152. //effectBleach.renderToScreen = true;
  153. effectVignette.renderToScreen = true;
  154. //effectCopy.renderToScreen = true;
  155. //
  156. var rtParameters = {
  157. minFilter: THREE.LinearFilter,
  158. magFilter: THREE.LinearFilter,
  159. format: THREE.RGBFormat,
  160. stencilBuffer: true
  161. };
  162. var rtWidth = width / 2;
  163. var rtHeight = height / 2;
  164. //
  165. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  166. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  167. renderModel.clear = false;
  168. composerScene = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
  169. composerScene.addPass( renderBackground );
  170. composerScene.addPass( renderModel );
  171. composerScene.addPass( renderMaskInverse );
  172. composerScene.addPass( effectHBlur );
  173. composerScene.addPass( effectVBlur );
  174. composerScene.addPass( clearMask );
  175. //
  176. renderScene = new THREE.TexturePass( composerScene.renderTarget2.texture );
  177. //
  178. composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  179. composer1.addPass( renderScene );
  180. //composer1.addPass( renderMask );
  181. composer1.addPass( effectFilmBW );
  182. //composer1.addPass( clearMask );
  183. composer1.addPass( effectVignette );
  184. //
  185. composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  186. composer2.addPass( renderScene );
  187. composer2.addPass( effectDotScreen );
  188. composer2.addPass( renderMask );
  189. composer2.addPass( effectColorify1 );
  190. composer2.addPass( clearMask );
  191. composer2.addPass( renderMaskInverse );
  192. composer2.addPass( effectColorify2 );
  193. composer2.addPass( clearMask );
  194. composer2.addPass( effectVignette );
  195. //
  196. composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  197. composer3.addPass( renderScene );
  198. //composer3.addPass( renderMask );
  199. composer3.addPass( effectSepia );
  200. composer3.addPass( effectFilm );
  201. //composer3.addPass( clearMask );
  202. composer3.addPass( effectVignette );
  203. //
  204. composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  205. composer4.addPass( renderScene );
  206. //composer4.addPass( renderMask );
  207. composer4.addPass( effectBloom );
  208. composer4.addPass( effectFilm );
  209. composer4.addPass( effectBleach );
  210. //composer4.addPass( clearMask );
  211. composer4.addPass( effectVignette );
  212. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
  213. window.addEventListener( 'resize', onWindowResize, false );
  214. }
  215. function onWindowResize() {
  216. halfWidth = window.innerWidth / 2;
  217. halfHeight = window.innerHeight / 2;
  218. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  219. cameraPerspective.updateProjectionMatrix();
  220. cameraOrtho.left = - halfWidth;
  221. cameraOrtho.right = halfWidth;
  222. cameraOrtho.top = halfHeight;
  223. cameraOrtho.bottom = - halfHeight;
  224. cameraOrtho.updateProjectionMatrix();
  225. renderer.setSize( window.innerWidth, window.innerHeight );
  226. composerScene.setSize( halfWidth * 2, halfHeight * 2 );
  227. composer1.setSize( halfWidth, halfHeight );
  228. composer2.setSize( halfWidth, halfHeight );
  229. composer3.setSize( halfWidth, halfHeight );
  230. composer4.setSize( halfWidth, halfHeight );
  231. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
  232. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  233. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  234. }
  235. function createMesh( geometry, scene, scale ) {
  236. var mat2 = new THREE.MeshPhongMaterial( {
  237. color: 0x999999,
  238. specular: 0x080808,
  239. shininess: 20,
  240. map: new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Map-COL.jpg" ),
  241. normalMap: new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
  242. normalScale: new THREE.Vector2( 0.75, 0.75 )
  243. } );
  244. mesh = new THREE.Mesh( geometry, mat2 );
  245. mesh.position.set( 0, - 50, 0 );
  246. mesh.scale.set( scale, scale, scale );
  247. scene.add( mesh );
  248. }
  249. //
  250. function animate() {
  251. requestAnimationFrame( animate );
  252. stats.begin();
  253. render();
  254. stats.end();
  255. }
  256. function render() {
  257. var time = Date.now() * 0.0004;
  258. if ( mesh ) mesh.rotation.y = - time;
  259. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  260. composerScene.render( delta );
  261. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  262. composer1.render( delta );
  263. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  264. composer2.render( delta );
  265. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  266. composer3.render( delta );
  267. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  268. composer4.render( delta );
  269. }
  270. </script>
  271. </body>
  272. </html>