webgl_postprocessing2.html 5.7 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>
  7. body {
  8. margin: 0px;
  9. background-color: #ffffff;
  10. overflow: hidden;
  11. }
  12. div {
  13. position: absolute;
  14. z-index: 10;
  15. color: #fff;
  16. font-family: monospace;
  17. text-align: center;
  18. margin: 10px;
  19. width: 100%;
  20. }
  21. label, input {
  22. cursor: pointer;
  23. }
  24. </style>
  25. </head>
  26. <body>
  27. <script src="../build/three.min.js"></script>
  28. <script src="js/shaders/CopyShader.js"></script>
  29. <script src="js/shaders/SSAOShader.js"></script>
  30. <script src="js/shaders/DotScreenShader.js"></script>
  31. <script src="js/shaders/RGBShiftShader.js"></script>
  32. <script src="js/postprocessing/EffectComposer.js"></script>
  33. <script src="js/postprocessing/RenderPass.js"></script>
  34. <script src="js/postprocessing/MaskPass.js"></script>
  35. <script src="js/postprocessing/ShaderPass.js"></script>
  36. <div>
  37. <label for="ssao">Ambient Occlusion:</label><input id="ssao" checked type="checkbox" onchange="updateOptions()"/><br />
  38. <label for="dotScreen">Dot Screen:</label><input id="dotScreen" type="checkbox" onchange="updateOptions()"/><br />
  39. <label for="rgbShift">RGB Shift:</label><input id="rgbShift" type="checkbox" onchange="updateOptions()" /><br />
  40. </div>
  41. <script>
  42. var camera, scene, renderer, composer;
  43. var object, light;
  44. var depthScale = 0.5;
  45. var depthPassPlugin, depthTarget;
  46. var ssaoEffect, dotScreenEffect, rgbShiftEffect;
  47. init();
  48. animate();
  49. function updateOptions() {
  50. ssaoEffect.enabled = document.getElementById('ssao').checked;
  51. dotScreenEffect.enabled = document.getElementById('dotScreen').checked;
  52. rgbShiftEffect.enabled = document.getElementById('rgbShift').checked;
  53. }
  54. function init() {
  55. renderer = new THREE.WebGLRenderer();
  56. renderer.setClearColor( 0xf0f0f0 );
  57. renderer.setSize( window.innerWidth, window.innerHeight );
  58. document.body.appendChild( renderer.domElement );
  59. //
  60. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  61. camera.position.z = 400;
  62. scene = new THREE.Scene();
  63. object = new THREE.Object3D();
  64. scene.add( object );
  65. var geometry = new THREE.BoxGeometry( 1, 1, 1 );
  66. for ( var i = 0; i < 100; i ++ ) {
  67. var material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), shading: THREE.FlatShading } );
  68. var mesh = new THREE.Mesh( geometry, material );
  69. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  70. mesh.position.multiplyScalar( Math.random() * 400 );
  71. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  72. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
  73. object.add( mesh );
  74. }
  75. light = new THREE.DirectionalLight( 0xffffff, 0.5 );
  76. light.position.set( - 1, - 1, - 1 );
  77. scene.add( light );
  78. light = new THREE.DirectionalLight( 0xffffff, 1.5 );
  79. light.position.set( 1, 1, 1 );
  80. scene.add( light );
  81. // postprocessing
  82. composer = new THREE.EffectComposer( renderer );
  83. composer.addPass( new THREE.RenderPass( scene, camera ) );
  84. depthTarget = new THREE.WebGLRenderTarget( window.innerWidth * depthScale, window.innerHeight * depthScale, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter } );
  85. ssaoEffect = new THREE.ShaderPass( THREE.SSAOShader );
  86. ssaoEffect.uniforms[ 'tDepth' ].value = depthTarget;
  87. ssaoEffect.uniforms[ 'size' ].value.set( window.innerWidth * depthScale, window.innerHeight * depthScale );
  88. ssaoEffect.uniforms[ 'cameraNear' ].value = camera.near;
  89. ssaoEffect.uniforms[ 'cameraFar' ].value = camera.far;
  90. composer.addPass( ssaoEffect );
  91. dotScreenEffect = new THREE.ShaderPass( THREE.DotScreenShader );
  92. dotScreenEffect.uniforms[ 'scale' ].value = 4;
  93. composer.addPass( dotScreenEffect );
  94. rgbShiftEffect = new THREE.ShaderPass( THREE.RGBShiftShader );
  95. rgbShiftEffect.uniforms[ 'amount' ].value = 0.0015;
  96. composer.addPass( rgbShiftEffect );
  97. var effect = new THREE.ShaderPass( THREE.CopyShader);
  98. effect.renderToScreen = true;
  99. composer.addPass( effect );
  100. //
  101. // depth pass
  102. depthPassPlugin = new THREE.DepthPassPlugin();
  103. depthPassPlugin.renderTarget = depthTarget;
  104. renderer.addPrePlugin( depthPassPlugin );
  105. //
  106. window.addEventListener( 'resize', onWindowResize, false );
  107. updateOptions();
  108. }
  109. function onWindowResize() {
  110. camera.aspect = window.innerWidth / window.innerHeight;
  111. camera.updateProjectionMatrix();
  112. renderer.setSize( window.innerWidth, window.innerHeight );
  113. depthTarget = new THREE.WebGLRenderTarget( window.innerWidth * depthScale, window.innerHeight * depthScale, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter } );
  114. depthPassPlugin.renderTarget = depthTarget;
  115. ssaoEffect.uniforms[ 'size' ].value.set( window.innerWidth * depthScale, window.innerHeight * depthScale );
  116. ssaoEffect.uniforms[ 'tDepth' ].value = depthTarget;
  117. }
  118. function animate() {
  119. requestAnimationFrame( animate );
  120. var time = Date.now();
  121. object.rotation.x = time * 0.0002;
  122. object.rotation.y = time * 0.0001;
  123. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  124. var child = object.children[ i ];
  125. var scale = Math.sin( child.position.x + time * 0.0005 ) * 50 + 50;
  126. child.scale.set( scale, scale, scale );
  127. }
  128. depthPassPlugin.enabled = true;
  129. renderer.autoClear = false;
  130. renderer.render( scene, camera );
  131. // renderer.render( scene, camera, depthTarget, true );
  132. depthPassPlugin.enabled = false;
  133. //
  134. composer.render();
  135. }
  136. </script>
  137. </body>
  138. </html>