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webgl_postprocessing_nodes.html 13 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing with nodes</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. margin: 0px;
  10. background-color: #000;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. margin: 0px;
  15. text-align:center;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color: #fff;
  20. position: absolute;
  21. top: 10px;
  22. width: 100%;
  23. text-align: center;
  24. display:block;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank">three.js</a> - Node-Based Post-Processing
  31. </div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/libs/dat.gui.min.js"></script>
  34. <script src="js/shaders/CopyShader.js"></script>
  35. <script src="js/postprocessing/EffectComposer.js"></script>
  36. <script src="js/postprocessing/RenderPass.js"></script>
  37. <script src="js/postprocessing/MaskPass.js"></script>
  38. <script src="js/postprocessing/ShaderPass.js"></script>
  39. <!-- NodeLibrary -->
  40. <script src="js/nodes/GLNode.js"></script>
  41. <script src="js/nodes/RawNode.js"></script>
  42. <script src="js/nodes/TempNode.js"></script>
  43. <script src="js/nodes/InputNode.js"></script>
  44. <script src="js/nodes/ConstNode.js"></script>
  45. <script src="js/nodes/FunctionNode.js"></script>
  46. <script src="js/nodes/FunctionCallNode.js"></script>
  47. <script src="js/nodes/NodeBuilder.js"></script>
  48. <script src="js/nodes/NodeLib.js"></script>
  49. <script src="js/nodes/NodeMaterial.js"></script>
  50. <!-- Accessors -->
  51. <script src="js/nodes/accessors/PositionNode.js"></script>
  52. <script src="js/nodes/accessors/NormalNode.js"></script>
  53. <script src="js/nodes/accessors/UVNode.js"></script>
  54. <script src="js/nodes/accessors/ColorsNode.js"></script>
  55. <!-- Inputs -->
  56. <script src="js/nodes/inputs/IntNode.js"></script>
  57. <script src="js/nodes/inputs/FloatNode.js"></script>
  58. <script src="js/nodes/inputs/ColorNode.js"></script>
  59. <script src="js/nodes/inputs/Vector2Node.js"></script>
  60. <script src="js/nodes/inputs/Vector3Node.js"></script>
  61. <script src="js/nodes/inputs/Vector4Node.js"></script>
  62. <script src="js/nodes/inputs/TextureNode.js"></script>
  63. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  64. <script src="js/nodes/inputs/ScreenNode.js"></script>
  65. <!-- Math -->
  66. <script src="js/nodes/math/Math1Node.js"></script>
  67. <script src="js/nodes/math/Math2Node.js"></script>
  68. <script src="js/nodes/math/Math3Node.js"></script>
  69. <script src="js/nodes/math/OperatorNode.js"></script>
  70. <!-- Utils -->
  71. <script src="js/nodes/utils/SwitchNode.js"></script>
  72. <script src="js/nodes/utils/JoinNode.js"></script>
  73. <script src="js/nodes/utils/TimerNode.js"></script>
  74. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  75. <script src="js/nodes/utils/BlurNode.js"></script>
  76. <!-- Post-Processing -->
  77. <script src="js/nodes/postprocessing/NodePass.js"></script>
  78. <script>
  79. var camera, scene, renderer, composer;
  80. var object, light, nodepass;
  81. var gui, guiElements = [];
  82. var clock = new THREE.Clock();
  83. var param = { example: 'color-adjustment' };
  84. var textureLoader = new THREE.TextureLoader();
  85. var lensflare2 = textureLoader.load( 'textures/lensflare2.jpg' );
  86. lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
  87. var decalNormal = textureLoader.load( 'textures/decal/decal-normal.jpg' );
  88. decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;
  89. init();
  90. animate();
  91. function clearGui() {
  92. if ( gui ) gui.destroy();
  93. gui = new dat.GUI();
  94. var example = gui.add( param, 'example', {
  95. 'basic / color-adjustment': 'color-adjustment',
  96. 'basic / blends': 'blends',
  97. 'basic / fade': 'fade',
  98. 'basic / invert': 'invert',
  99. 'basic / blur': 'blur',
  100. 'adv / saturation': 'saturation',
  101. 'adv / refraction': 'refraction',
  102. 'adv / mosaic': 'mosaic'
  103. } ).onFinishChange( function() {
  104. updateMaterial();
  105. } );
  106. gui.open();
  107. }
  108. function addGui( name, value, callback, isColor, min, max ) {
  109. var node;
  110. param[ name ] = value;
  111. if ( isColor ) {
  112. node = gui.addColor( param, name ).onChange( function() {
  113. callback( param[ name ] );
  114. } );
  115. } else if ( typeof value == 'object' ) {
  116. node = gui.add( param, name, value ).onChange( function() {
  117. callback( param[ name ] );
  118. } );
  119. } else {
  120. node = gui.add( param, name, min, max ).onChange( function() {
  121. callback( param[ name ] );
  122. } );
  123. }
  124. return node;
  125. }
  126. function updateMaterial() {
  127. var name = param.example;
  128. clearGui();
  129. switch ( name ) {
  130. case 'color-adjustment':
  131. var screen = new THREE.ScreenNode();
  132. var hue = new THREE.FloatNode();
  133. var sataturation = new THREE.FloatNode( 1 );
  134. var vibrance = new THREE.FloatNode();
  135. var brightness = new THREE.FloatNode( 0 );
  136. var contrast = new THREE.FloatNode( 1 );
  137. var hueNode = new THREE.ColorAdjustmentNode( screen, hue, THREE.ColorAdjustmentNode.HUE );
  138. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  139. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  140. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  141. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  142. nodepass.value = contrastNode;
  143. // GUI
  144. addGui( 'hue', hue.number, function( val ) {
  145. hue.number = val;
  146. }, false, 0, Math.PI * 2 );
  147. addGui( 'saturation', sataturation.number, function( val ) {
  148. sataturation.number = val;
  149. }, false, 0, 2 );
  150. addGui( 'vibrance', vibrance.number, function( val ) {
  151. vibrance.number = val;
  152. }, false, - 1, 1 );
  153. addGui( 'brightness', brightness.number, function( val ) {
  154. brightness.number = val;
  155. }, false, 0, .5 );
  156. addGui( 'contrast', contrast.number, function( val ) {
  157. contrast.number = val;
  158. }, false, 0, 2 );
  159. break;
  160. case 'fade':
  161. // PASS
  162. var color = new THREE.ColorNode( 0xFFFFFF );
  163. var percent = new THREE.FloatNode( .5 );
  164. var fade = new THREE.Math3Node(
  165. new THREE.ScreenNode(),
  166. color,
  167. percent,
  168. THREE.Math3Node.MIX
  169. );
  170. nodepass.value = fade;
  171. // GUI
  172. addGui( 'color', color.value.getHex(), function( val ) {
  173. color.value.setHex( val );
  174. }, true );
  175. addGui( 'fade', percent.number, function( val ) {
  176. percent.number = val;
  177. }, false, 0, 1 );
  178. break;
  179. case 'invert':
  180. // PASS
  181. var alpha = new THREE.FloatNode( 1 );
  182. var screen = new THREE.ScreenNode();
  183. var inverted = new THREE.Math1Node( screen, THREE.Math1Node.INVERT );
  184. var fade = new THREE.Math3Node(
  185. screen,
  186. inverted,
  187. alpha,
  188. THREE.Math3Node.MIX
  189. );
  190. nodepass.value = fade;
  191. // GUI
  192. addGui( 'alpha', alpha.number, function( val ) {
  193. alpha.number = val;
  194. }, false, 0, 1 );
  195. break;
  196. case 'blends':
  197. // PASS
  198. var multiply = new THREE.OperatorNode(
  199. new THREE.ScreenNode(),
  200. new THREE.TextureNode( lensflare2 ),
  201. THREE.OperatorNode.ADD
  202. );
  203. nodepass.value = multiply;
  204. // GUI
  205. addGui( 'blend', {
  206. 'addition' : THREE.OperatorNode.ADD,
  207. 'subtract' : THREE.OperatorNode.SUB,
  208. 'multiply' : THREE.OperatorNode.MUL,
  209. 'division' : THREE.OperatorNode.DIV
  210. }, function( val ) {
  211. multiply.op = val;
  212. nodepass.build();
  213. } );
  214. break;
  215. case 'saturation':
  216. // PASS
  217. var screen = new THREE.ScreenNode();
  218. var sat = new THREE.FloatNode( 0 );
  219. var satrgb = new THREE.FunctionNode( [
  220. "vec3 satrgb(vec3 rgb, float adjustment) {",
  221. //" const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  222. " vec3 intensity = vec3(dot(rgb, LUMA));",
  223. " return mix(intensity, rgb, adjustment);",
  224. "}"
  225. ].join( "\n" ) );
  226. var saturation = new THREE.FunctionCallNode( satrgb );
  227. saturation.inputs.rgb = screen;
  228. saturation.inputs.adjustment = sat;
  229. nodepass.value = saturation;
  230. // GUI
  231. addGui( 'saturation', sat.number, function( val ) {
  232. sat.number = val;
  233. }, false, 0, 2 );
  234. break;
  235. case 'refraction':
  236. // PASS
  237. var normal = new THREE.TextureNode( decalNormal );
  238. var normalXY = new THREE.SwitchNode( normal, 'xy' );
  239. var scale = new THREE.FloatNode( .5 );
  240. var flip = new THREE.Vector2Node( - 1, 1 );
  241. var normalXYFlip = new THREE.Math1Node(
  242. normalXY,
  243. THREE.Math1Node.INVERT
  244. );
  245. var offsetNormal = new THREE.OperatorNode(
  246. normalXYFlip,
  247. new THREE.FloatNode( .5 ),
  248. THREE.OperatorNode.ADD
  249. );
  250. var scaleTexture = new THREE.OperatorNode(
  251. new THREE.SwitchNode( normal, 'z' ),
  252. offsetNormal,
  253. THREE.OperatorNode.MUL
  254. );
  255. var scaleNormal = new THREE.Math3Node(
  256. new THREE.FloatNode( 1 ),
  257. scaleTexture,
  258. scale,
  259. THREE.Math3Node.MIX
  260. );
  261. var offsetCoord = new THREE.OperatorNode(
  262. new THREE.UVNode(),
  263. scaleNormal,
  264. THREE.OperatorNode.MUL
  265. );
  266. var screen = new THREE.ScreenNode( offsetCoord );
  267. nodepass.value = screen;
  268. // GUI
  269. addGui( 'scale', scale.number, function( val ) {
  270. scale.number = val;
  271. }, false, 0, 1 );
  272. addGui( 'invert', false, function( val ) {
  273. offsetNormal.a = val ? normalXYFlip : normalXY;
  274. nodepass.build();
  275. } );
  276. break;
  277. case 'mosaic':
  278. // PASS
  279. var scale = new THREE.FloatNode( 128 );
  280. var fade = new THREE.FloatNode( 1 );
  281. var uv = new THREE.UVNode();
  282. var blocks = new THREE.OperatorNode(
  283. uv,
  284. scale,
  285. THREE.OperatorNode.MUL
  286. );
  287. var blocksSize = new THREE.Math1Node(
  288. blocks,
  289. THREE.Math1Node.FLOOR
  290. );
  291. var coord = new THREE.OperatorNode(
  292. blocksSize,
  293. scale,
  294. THREE.OperatorNode.DIV
  295. );
  296. var fadeScreen = new THREE.Math3Node(
  297. uv,
  298. coord,
  299. fade,
  300. THREE.Math3Node.MIX
  301. );
  302. nodepass.value = new THREE.ScreenNode( fadeScreen );
  303. // GUI
  304. addGui( 'scale', scale.number, function( val ) {
  305. scale.number = val;
  306. }, false, 16, 1024 );
  307. addGui( 'fade', fade.number, function( val ) {
  308. fade.number = val;
  309. }, false, 0, 1 );
  310. addGui( 'mask', true, function( val ) {
  311. fadeCoord.c = val ? maskAlpha : fade;
  312. nodepass.build();
  313. } );
  314. break;
  315. case 'blur':
  316. // PASS
  317. var size = renderer.getSize();
  318. var blurScreen = new THREE.BlurNode( new THREE.ScreenNode() );
  319. blurScreen.size = new THREE.Vector2( size.width, size.height );
  320. nodepass.value = blurScreen;
  321. // GUI
  322. addGui( 'blurX', blurScreen.radius.x, function( val ) {
  323. blurScreen.radius.x = val;
  324. }, false, 0, 15 );
  325. addGui( 'blurY', blurScreen.radius.y, function( val ) {
  326. blurScreen.radius.y = val;
  327. }, false, 0, 15 );
  328. break;
  329. }
  330. nodepass.build();
  331. }
  332. function init() {
  333. renderer = new THREE.WebGLRenderer();
  334. renderer.setPixelRatio( window.devicePixelRatio );
  335. renderer.setSize( window.innerWidth, window.innerHeight );
  336. document.body.appendChild( renderer.domElement );
  337. //
  338. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  339. camera.position.z = 400;
  340. scene = new THREE.Scene();
  341. scene.fog = new THREE.Fog( 0x0066FF, 1, 1000 );
  342. object = new THREE.Object3D();
  343. scene.add( object );
  344. var geometry = new THREE.SphereGeometry( 1, 4, 4 );
  345. for ( var i = 0; i < 100; i ++ ) {
  346. var material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), shading: THREE.FlatShading } );
  347. var mesh = new THREE.Mesh( geometry, material );
  348. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  349. mesh.position.multiplyScalar( Math.random() * 400 );
  350. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  351. mesh.scale.x = mesh.scale.y = mesh.scale.z = 10 + ( Math.random() * 40 );
  352. object.add( mesh );
  353. }
  354. scene.add( new THREE.AmbientLight( 0x999999 ) );
  355. light = new THREE.DirectionalLight( 0xffffff );
  356. light.position.set( 1, 1, 1 );
  357. scene.add( light );
  358. // postprocessing
  359. composer = new THREE.EffectComposer( renderer );
  360. composer.addPass( new THREE.RenderPass( scene, camera ) );
  361. nodepass = new THREE.NodePass();
  362. nodepass.renderToScreen = true;
  363. composer.addPass( nodepass );
  364. //
  365. updateMaterial();
  366. window.addEventListener( 'resize', onWindowResize, false );
  367. }
  368. function onWindowResize() {
  369. camera.aspect = window.innerWidth / window.innerHeight;
  370. camera.updateProjectionMatrix();
  371. renderer.setSize( window.innerWidth, window.innerHeight );
  372. composer.setSize( window.innerWidth, window.innerHeight );
  373. }
  374. function animate() {
  375. requestAnimationFrame( animate );
  376. var delta = clock.getDelta();
  377. object.rotation.x += 0.005;
  378. object.rotation.y += 0.01;
  379. nodepass.node.updateFrame( delta );
  380. composer.render();
  381. }
  382. </script>
  383. </body>
  384. </html>