webgl_postprocessing.html 9.1 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/Detector.js"></script>
  34. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  35. <script type="text/javascript" src="js/Stats.js"></script>
  36. <!-- Time modulated procedural color fragment shader -->
  37. <script id="fs-colors" type="x-shader/x-fragment">
  38. varying vec2 vUv;
  39. uniform float time;
  40. void main(void) {
  41. gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  42. }
  43. </script>
  44. <!-- Generic vertex shader -->
  45. <script id="vs-generic" type="x-shader/x-vertex">
  46. varying vec2 vUv;
  47. void main() {
  48. vUv = vec2( uv.x, 1.0 - uv.y );
  49. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  50. }
  51. </script>
  52. <script type="text/javascript">
  53. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  54. var container, stats;
  55. var cameraOrtho, cameraPerspective, sceneModel, sceneScreen, sceneBG, renderer, mesh, directionalLight;
  56. var windowHalfX = window.innerWidth / 2;
  57. var windowHalfY = window.innerHeight / 2;
  58. var rtTexture, materialColor, materialScreen, materialFilm, materialConvolution, blurx, blury, quadBG, quadScreen;
  59. var delta = 0.01;
  60. init();
  61. animate();
  62. function init() {
  63. container = document.getElementById( 'container' );
  64. cameraOrtho = new THREE.OrthoCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  65. cameraOrtho.position.z = 100;
  66. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  67. cameraPerspective.position.z = 900;
  68. sceneModel = new THREE.Scene();
  69. sceneScreen = new THREE.Scene();
  70. sceneBG = new THREE.Scene();
  71. directionalLight = new THREE.DirectionalLight( 0xffffff );
  72. directionalLight.position.set( 0, 0, 1 );
  73. directionalLight.position.normalize();
  74. sceneModel.addLight( directionalLight );
  75. var pars1 = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat },
  76. pars2 = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  77. rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars1 );
  78. rtTexture2 = new THREE.WebGLRenderTarget( 256, 512, pars2 );
  79. rtTexture3 = new THREE.WebGLRenderTarget( 512, 256, pars2 );
  80. materialColor = new THREE.MeshShaderMaterial( {
  81. uniforms: { time: { type: "f", value: 0.0 } },
  82. vertexShader: getText( 'vs-generic' ),
  83. fragmentShader: getText( 'fs-colors' ),
  84. depthTest: false
  85. } );
  86. var screen_shader = THREE.ShaderUtils.lib[ "screen" ];
  87. var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
  88. screen_uniforms[ "tDiffuse" ].texture = rtTexture1;
  89. screen_uniforms[ "opacity" ].value = 0.4;
  90. materialScreen = new THREE.MeshShaderMaterial( {
  91. uniforms: screen_uniforms,
  92. vertexShader: screen_shader.vertexShader,
  93. fragmentShader: screen_shader.fragmentShader,
  94. blending: THREE.AdditiveBlending,
  95. transparent: true
  96. } );
  97. var film_shader = THREE.ShaderUtils.lib["film"];
  98. var film_uniforms = THREE.UniformsUtils.clone( film_shader.uniforms );
  99. film_uniforms[ "tDiffuse" ].texture = rtTexture1;
  100. film_uniforms[ "nIntensity" ].value = 0.25;
  101. film_uniforms[ "sIntensity" ].value = 0.5;
  102. materialFilm = new THREE.MeshShaderMaterial( {
  103. uniforms: film_uniforms,
  104. vertexShader: film_shader.vertexShader,
  105. fragmentShader: film_shader.fragmentShader
  106. } );
  107. var increment = 0.001953125;
  108. blurx = new THREE.Vector2( increment, 0.0 ),
  109. blury = new THREE.Vector2( 0.0, increment );
  110. var convolution_shader = THREE.ShaderUtils.lib[ "convolution" ];
  111. var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
  112. convolution_uniforms[ "tDiffuse" ].texture = rtTexture1;
  113. convolution_uniforms[ "uImageIncrement" ].value = blurx;
  114. convolution_uniforms[ "cKernel" ].value = THREE.ShaderUtils.buildKernel( 4.0 );
  115. materialConvolution = new THREE.MeshShaderMaterial( {
  116. uniforms: convolution_uniforms,
  117. vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
  118. fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
  119. } );
  120. var plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
  121. quadBG = new THREE.Mesh( plane, materialColor );
  122. quadBG.position.z = -500;
  123. sceneBG.addObject( quadBG );
  124. loader = new THREE.JSONLoader( true );
  125. document.body.appendChild( loader.statusDomElement );
  126. loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
  127. quadScreen = new THREE.Mesh( plane, materialConvolution );
  128. quadScreen.position.z = -100;
  129. sceneScreen.addObject( quadScreen );
  130. renderer = new THREE.WebGLRenderer( { antialias: false } );
  131. renderer.setSize( window.innerWidth, window.innerHeight );
  132. renderer.autoClear = false;
  133. container.appendChild( renderer.domElement );
  134. stats = new Stats();
  135. stats.domElement.style.position = 'absolute';
  136. stats.domElement.style.top = '0px';
  137. //container.appendChild( stats.domElement );
  138. }
  139. function getText( id ) {
  140. return document.getElementById( id ).textContent;
  141. }
  142. function createMesh( geometry, scene, scale ) {
  143. geometry.computeTangents();
  144. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  145. var shader = THREE.ShaderUtils.lib[ "normal" ];
  146. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  147. uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  148. uniforms[ "uNormalScale" ].value = - 0.75;
  149. uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  150. uniforms[ "enableAO" ].value = false;
  151. uniforms[ "enableDiffuse" ].value = true;
  152. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  153. uniforms[ "uSpecularColor" ].value.setHex( specular );
  154. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  155. uniforms[ "uShininess" ].value = shininess;
  156. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  157. var mat2 = new THREE.MeshShaderMaterial( parameters );
  158. mesh = new THREE.Mesh( geometry, mat2 );
  159. mesh.position.set( 0, -50, 0 );
  160. mesh.scale.set( scale, scale, scale );
  161. scene.addObject( mesh );
  162. loader.statusDomElement.style.display = "none";
  163. }
  164. //
  165. function animate() {
  166. requestAnimationFrame( animate );
  167. render();
  168. stats.update();
  169. }
  170. function render() {
  171. var time = new Date().getTime() * 0.0004;
  172. if ( mesh ) mesh.rotation.y = -time;
  173. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  174. delta *= -1;
  175. }
  176. materialColor.uniforms.time.value += delta/2;
  177. materialFilm.uniforms.time.value += delta;
  178. renderer.clear();
  179. // Render scene into texture
  180. // background
  181. renderer.render( sceneBG, cameraOrtho, rtTexture1, true );
  182. // model
  183. renderer.render( sceneModel, cameraPerspective, rtTexture1, false );
  184. // Render quad with blured scene into texture (convolution pass 1)
  185. quadScreen.materials[ 0 ] = materialConvolution;
  186. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  187. materialConvolution.uniforms.uImageIncrement.value = blurx;
  188. renderer.render( sceneScreen, cameraOrtho, rtTexture2, true );
  189. // Render quad with blured scene into texture (convolution pass 2)
  190. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  191. materialConvolution.uniforms.uImageIncrement.value = blury;
  192. renderer.render( sceneScreen, cameraOrtho, rtTexture3, true );
  193. // Render original scene with superimposed blur into texture
  194. quadScreen.materials[ 0 ] = materialScreen;
  195. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  196. materialScreen.uniforms.opacity.value = 1.0;
  197. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  198. // Render final scene to the screen with film shader
  199. materialFilm.uniforms.tDiffuse.texture = rtTexture1;
  200. quadScreen.materials[ 0 ] = materialFilm;
  201. renderer.render( sceneScreen, cameraOrtho );
  202. }
  203. </script>
  204. </body>
  205. </html>