threejs-postprocessing-custom.html 4.0 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - PostProcessing - Custom</title>
  8. <style>
  9. body {
  10. margin: 0;
  11. }
  12. #c {
  13. width: 100vw;
  14. height: 100vh;
  15. display: block;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <canvas id="c"></canvas>
  21. </body>
  22. <script type="module">
  23. import * as THREE from './resources/threejs/r108/build/three.module.js';
  24. import {EffectComposer} from './resources/threejs/r108/examples/jsm/postprocessing/EffectComposer.js';
  25. import {RenderPass} from './resources/threejs/r108/examples/jsm/postprocessing/RenderPass.js';
  26. import {ShaderPass} from './resources/threejs/r108/examples/jsm/postprocessing/ShaderPass.js';
  27. import {GUI} from '../3rdparty/dat.gui.module.js';
  28. function main() {
  29. const canvas = document.querySelector('#c');
  30. const renderer = new THREE.WebGLRenderer({canvas});
  31. const fov = 75;
  32. const aspect = 2; // the canvas default
  33. const near = 0.1;
  34. const far = 5;
  35. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  36. camera.position.z = 2;
  37. const scene = new THREE.Scene();
  38. {
  39. const color = 0xFFFFFF;
  40. const intensity = 2;
  41. const light = new THREE.DirectionalLight(color, intensity);
  42. light.position.set(-1, 2, 4);
  43. scene.add(light);
  44. }
  45. const boxWidth = 1;
  46. const boxHeight = 1;
  47. const boxDepth = 1;
  48. const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  49. function makeInstance(geometry, color, x) {
  50. const material = new THREE.MeshPhongMaterial({color});
  51. const cube = new THREE.Mesh(geometry, material);
  52. scene.add(cube);
  53. cube.position.x = x;
  54. return cube;
  55. }
  56. const cubes = [
  57. makeInstance(geometry, 0x44aa88, 0),
  58. makeInstance(geometry, 0x8844aa, -2),
  59. makeInstance(geometry, 0xaa8844, 2),
  60. ];
  61. const composer = new EffectComposer(renderer);
  62. composer.addPass(new RenderPass(scene, camera));
  63. const colorShader = {
  64. uniforms: {
  65. tDiffuse: { value: null },
  66. color: { value: new THREE.Color(0x88CCFF) },
  67. },
  68. vertexShader: `
  69. varying vec2 vUv;
  70. void main() {
  71. vUv = uv;
  72. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
  73. }
  74. `,
  75. fragmentShader: `
  76. uniform vec3 color;
  77. uniform sampler2D tDiffuse;
  78. varying vec2 vUv;
  79. void main() {
  80. vec4 previousPassColor = texture2D(tDiffuse, vUv);
  81. gl_FragColor = vec4(
  82. previousPassColor.rgb * color,
  83. previousPassColor.a);
  84. }
  85. `,
  86. };
  87. const colorPass = new ShaderPass(colorShader);
  88. colorPass.renderToScreen = true;
  89. composer.addPass(colorPass);
  90. function resizeRendererToDisplaySize(renderer) {
  91. const canvas = renderer.domElement;
  92. const width = canvas.clientWidth;
  93. const height = canvas.clientHeight;
  94. const needResize = canvas.width !== width || canvas.height !== height;
  95. if (needResize) {
  96. renderer.setSize(width, height, false);
  97. }
  98. return needResize;
  99. }
  100. const gui = new GUI();
  101. gui.add(colorPass.uniforms.color.value, 'r', 0, 4).name('red');
  102. gui.add(colorPass.uniforms.color.value, 'g', 0, 4).name('green');
  103. gui.add(colorPass.uniforms.color.value, 'b', 0, 4).name('blue');
  104. let then = 0;
  105. function render(now) {
  106. now *= 0.001; // convert to seconds
  107. const deltaTime = now - then;
  108. then = now;
  109. if (resizeRendererToDisplaySize(renderer)) {
  110. const canvas = renderer.domElement;
  111. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  112. camera.updateProjectionMatrix();
  113. composer.setSize(canvas.width, canvas.height);
  114. }
  115. cubes.forEach((cube, ndx) => {
  116. const speed = 1 + ndx * .1;
  117. const rot = now * speed;
  118. cube.rotation.x = rot;
  119. cube.rotation.y = rot;
  120. });
  121. composer.render(deltaTime);
  122. requestAnimationFrame(render);
  123. }
  124. requestAnimationFrame(render);
  125. }
  126. main();
  127. </script>
  128. </html>