webgl_postprocessing.html 12 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: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color:#fff;
  19. background-color: rgba( 0, 0, 0, 0.5 );
  20. position: relative;
  21. margin: 0 auto -2.1em;
  22. top: 0px;
  23. width: 550px;
  24. padding: 5px;
  25. z-index:100;
  26. }
  27. a { color: red; }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
  33. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  34. </div>
  35. <div id="container"></div>
  36. <script type="text/javascript" src="../build/Three.js"></script>
  37. <script type="text/javascript" src="js/ShaderExtras.js"></script>
  38. <script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
  39. <script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
  40. <script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
  41. <script type="text/javascript" src="js/postprocessing/FilmPass.js"></script>
  42. <script type="text/javascript" src="js/postprocessing/DotScreenPass.js"></script>
  43. <script type="text/javascript" src="js/postprocessing/TexturePass.js"></script>
  44. <script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script>
  45. <script type="text/javascript" src="js/postprocessing/MaskPass.js"></script>
  46. <script type="text/javascript" src="js/Detector.js"></script>
  47. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  48. <script type="text/javascript" src="js/Stats.js"></script>
  49. <!-- Time modulated procedural color fragment shader -->
  50. <script id="fs-colors" type="x-shader/x-fragment">
  51. varying vec2 vUv;
  52. uniform float time;
  53. void main() {
  54. //gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  55. //gl_FragColor = vec4( 0.4, 0.4, 0.4, 1.0 );
  56. gl_FragColor = vec4( 0.2, 0.4, 0.5, 1.0 );
  57. }
  58. </script>
  59. <!-- Generic vertex shader -->
  60. <script id="vs-generic" type="x-shader/x-vertex">
  61. varying vec2 vUv;
  62. void main() {
  63. vUv = vec2( uv.x, 1.0 - uv.y );
  64. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  65. }
  66. </script>
  67. <script type="text/javascript">
  68. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  69. var container, stats;
  70. var composerScene, composer1, composer2, composer3, composer4;
  71. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  72. var halfWidth = window.innerWidth / 2;
  73. var halfHeight = window.innerHeight / 2;
  74. var materialColor, material2D, quadBG, quadMask, renderScene;
  75. var rtParameters;
  76. var delta = 0.01;
  77. init();
  78. animate();
  79. function init() {
  80. container = document.getElementById( 'container' );
  81. cameraOrtho = new THREE.OrthoCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
  82. cameraOrtho.position.z = 100;
  83. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  84. cameraPerspective.position.z = 900;
  85. //
  86. sceneModel = new THREE.Scene();
  87. directionalLight = new THREE.DirectionalLight( 0xffffff );
  88. directionalLight.position.set( 0, 0, 1 );
  89. directionalLight.position.normalize();
  90. sceneModel.addLight( directionalLight );
  91. loader = new THREE.JSONLoader( true );
  92. document.body.appendChild( loader.statusDomElement );
  93. loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
  94. //
  95. sceneBG = new THREE.Scene();
  96. materialColor = new THREE.MeshShaderMaterial( {
  97. uniforms: { time: { type: "f", value: 0.0 } },
  98. vertexShader: getText( 'vs-generic' ),
  99. fragmentShader: getText( 'fs-colors' ),
  100. depthTest: false
  101. } );
  102. var plane = new THREE.PlaneGeometry( 1, 1 );
  103. quadBG = new THREE.Mesh( plane, materialColor );
  104. quadBG.position.z = -500;
  105. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  106. sceneBG.addObject( quadBG );
  107. //
  108. var sceneMask = new THREE.Scene();
  109. var plane = new THREE.PlaneGeometry( 1, 1 );
  110. quadMask = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  111. quadMask.position.z = -300;
  112. quadMask.scale.set( window.innerWidth / 2, window.innerHeight/2, 1 );
  113. sceneMask.addObject( quadMask );
  114. //
  115. renderer = new THREE.WebGLRenderer( { antialias: false } );
  116. renderer.setSize( window.innerWidth, window.innerHeight );
  117. renderer.setClearColorHex( 0x000000, 1 );
  118. renderer.autoClear = false;
  119. container.appendChild( renderer.domElement );
  120. //
  121. stats = new Stats();
  122. stats.domElement.style.position = 'absolute';
  123. stats.domElement.style.top = '0px';
  124. //container.appendChild( stats.domElement );
  125. //
  126. var shaderBleach = THREE.ShaderExtras[ "bleachbypass" ];
  127. var shaderSepia = THREE.ShaderExtras[ "sepia" ];
  128. var shaderVignette = THREE.ShaderExtras[ "vignette" ];
  129. var shaderScreen = THREE.ShaderExtras[ "screen" ];
  130. var effectBleach = new THREE.ShaderPass( shaderBleach );
  131. var effectSepia = new THREE.ShaderPass( shaderSepia );
  132. var effectVignette = new THREE.ShaderPass( shaderVignette );
  133. var effectScreen = new THREE.ShaderPass( shaderScreen );
  134. effectBleach.uniforms[ "opacity" ].value = 0.95;
  135. effectSepia.uniforms[ "amount" ].value = 0.9;
  136. effectVignette.uniforms[ "offset" ].value = 0.95;
  137. effectVignette.uniforms[ "darkness" ].value = 1.6;
  138. var effectBloom = new THREE.BloomPass( 0.5 );
  139. var effectFilm = new THREE.FilmPass( 0.5, 0.025, 648, false );
  140. var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
  141. var effectFilmBW2 = new THREE.FilmPass( 0.05, 0.5, 2048, true );
  142. var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.6 );
  143. //var renderMask = new THREE.MaskPass( sceneMask, cameraOrtho );
  144. var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
  145. var clearMask = new THREE.ClearMaskPass();
  146. //effectFilm.renderToScreen = true;
  147. //effectFilmBW.renderToScreen = true;
  148. //effectDotScreen.renderToScreen = true;
  149. //effectBleach.renderToScreen = true;
  150. effectVignette.renderToScreen = true;
  151. //effectScreen.renderToScreen = true;
  152. //
  153. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  154. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  155. renderModel.clear = false;
  156. composerScene = new THREE.EffectComposer( renderer );
  157. composerScene.addPass( renderBackground );
  158. composerScene.addPass( renderModel );
  159. //
  160. renderScene = new THREE.TexturePass( composerScene.renderTarget );
  161. rtParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: true };
  162. var rtWidth = window.innerWidth / 2;
  163. var rtHeight = window.innerHeight / 2;
  164. //
  165. composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  166. composer1.addPass( renderScene );
  167. //composer1.addPass( renderMask );
  168. composer1.addPass( effectFilmBW );
  169. //composer1.addPass( clearMask );
  170. composer1.addPass( effectVignette );
  171. //
  172. composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  173. composer2.addPass( renderScene );
  174. composer2.addPass( renderMask );
  175. composer2.addPass( effectDotScreen );
  176. composer2.addPass( clearMask );
  177. composer2.addPass( effectFilmBW2 );
  178. composer2.addPass( effectVignette );
  179. //
  180. composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  181. composer3.addPass( renderScene );
  182. //composer3.addPass( renderMask );
  183. composer3.addPass( effectSepia );
  184. composer3.addPass( effectFilm );
  185. //composer3.addPass( clearMask );
  186. composer3.addPass( effectVignette );
  187. //
  188. composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  189. composer4.addPass( renderScene );
  190. //composer4.addPass( renderMask );
  191. composer4.addPass( effectBloom );
  192. composer4.addPass( effectFilm );
  193. composer4.addPass( effectBleach );
  194. //composer4.addPass( clearMask );
  195. composer4.addPass( effectVignette );
  196. //
  197. //onWindowResize();
  198. renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
  199. window.addEventListener( 'resize', onWindowResize, false );
  200. }
  201. function onWindowResize( event ) {
  202. halfWidth = window.innerWidth / 2;
  203. halfHeight = window.innerHeight / 2;
  204. renderer.setSize( window.innerWidth, window.innerHeight );
  205. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  206. cameraPerspective.updateProjectionMatrix();
  207. cameraOrtho.left = -halfWidth;
  208. cameraOrtho.right = halfWidth;
  209. cameraOrtho.top = halfHeight;
  210. cameraOrtho.bottom = -halfHeight;
  211. cameraOrtho.updateProjectionMatrix();
  212. composerScene.reset();
  213. composer1.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  214. composer2.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  215. composer3.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  216. composer4.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  217. renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
  218. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  219. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  220. }
  221. function getText( id ) {
  222. return document.getElementById( id ).textContent;
  223. }
  224. function createMesh( geometry, scene, scale ) {
  225. geometry.computeTangents();
  226. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  227. var shader = THREE.ShaderUtils.lib[ "normal" ];
  228. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  229. uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  230. uniforms[ "uNormalScale" ].value = - 0.75;
  231. uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  232. uniforms[ "enableAO" ].value = false;
  233. uniforms[ "enableDiffuse" ].value = true;
  234. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  235. uniforms[ "uSpecularColor" ].value.setHex( specular );
  236. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  237. uniforms[ "uShininess" ].value = shininess;
  238. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  239. var mat2 = new THREE.MeshShaderMaterial( parameters );
  240. mesh = new THREE.Mesh( geometry, mat2 );
  241. mesh.position.set( 0, -50, 0 );
  242. mesh.scale.set( scale, scale, scale );
  243. scene.addObject( mesh );
  244. loader.statusDomElement.style.display = "none";
  245. }
  246. //
  247. function animate() {
  248. requestAnimationFrame( animate );
  249. render();
  250. stats.update();
  251. }
  252. function render() {
  253. var time = new Date().getTime() * 0.0004;
  254. if ( mesh ) mesh.rotation.y = -time;
  255. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  256. delta *= -1;
  257. }
  258. materialColor.uniforms.time.value += delta / 2;
  259. renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );
  260. renderer.clear();
  261. composerScene.render( delta );
  262. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  263. composer1.render( delta );
  264. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  265. composer2.render( delta );
  266. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  267. composer3.render( delta );
  268. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  269. composer4.render( delta );
  270. }
  271. </script>
  272. </body>
  273. </html>