postprocessing.html 11 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - postprocessing - webgl</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. #oldie {
  24. font-family:monospace;
  25. font-size:13px;
  26. text-align:center;
  27. background:#eee;
  28. color:#000;
  29. padding:1em;
  30. width:475px;
  31. margin:5em auto 0;
  32. display:none;
  33. }
  34. a { color: red; }
  35. </style>
  36. </head>
  37. <body>
  38. <div id="container"></div>
  39. <div id="info">
  40. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
  41. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  42. </div>
  43. <center>
  44. <div id="oldie">
  45. Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>
  46. and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
  47. <br/>
  48. Please try in
  49. <a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> /
  50. <a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> /
  51. <a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
  52. </div>
  53. </center>
  54. <script type="text/javascript" src="js/Stats.js"></script>
  55. <script type="text/javascript" src="../build/ThreeExtras.js"></script>
  56. <!-- Time modulated procedural color fragment shader -->
  57. <script id="fs-colors" type="x-shader/x-fragment">
  58. varying vec2 vUv;
  59. uniform float time;
  60. void main(void)
  61. {
  62. gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  63. }
  64. </script>
  65. <!-- Generic vertex shader -->
  66. <script id="vs-generic" type="x-shader/x-vertex">
  67. varying vec2 vUv;
  68. void main()
  69. {
  70. vUv = vec2( uv.x, 1.0 - uv.y );
  71. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  72. }
  73. </script>
  74. <script type="text/javascript">
  75. if ( !is_browser_compatible() ) {
  76. document.getElementById( "oldie" ).style.display = "block";
  77. }
  78. var container, stats;
  79. var cameraOrtho, cameraPerspective, sceneModel, sceneScreen, sceneBG, renderer, mesh, directionalLight;
  80. var windowHalfX = window.innerWidth / 2;
  81. var windowHalfY = window.innerHeight / 2;
  82. var rtTexture, materialColor, materialScreen, materialFilm, materialConvolution, blurx, blury, quadBG, quadScreen;
  83. init();
  84. setInterval( loop, 1000 / 60 );
  85. function init() {
  86. container = document.getElementById( 'container' );
  87. cameraOrtho = new THREE.Camera();
  88. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  89. cameraOrtho.position.z = 100;
  90. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  91. cameraPerspective.position.z = 900;
  92. sceneModel = new THREE.Scene();
  93. sceneScreen = new THREE.Scene();
  94. sceneBG = new THREE.Scene();
  95. directionalLight = new THREE.DirectionalLight( 0xffffff );
  96. directionalLight.position.x = 0;
  97. directionalLight.position.y = 0;
  98. directionalLight.position.z = 1;
  99. directionalLight.position.normalize();
  100. sceneModel.addLight( directionalLight );
  101. rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
  102. rtTexture2 = new THREE.RenderTarget( 256, 512, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
  103. rtTexture3 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
  104. materialColor = new THREE.MeshShaderMaterial( {
  105. uniforms: { time: { type: "f", value: 0.0 } },
  106. vertex_shader: getText( 'vs-generic' ),
  107. fragment_shader: getText( 'fs-colors' )
  108. } );
  109. var screen_shader = ShaderUtils.lib["screen"];
  110. var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
  111. screen_uniforms["tDiffuse"].texture = rtTexture1;
  112. screen_uniforms["opacity"].value = 0.4;
  113. materialScreen = new THREE.MeshShaderMaterial( {
  114. uniforms: screen_uniforms,
  115. vertex_shader: screen_shader.vertex_shader,
  116. fragment_shader: screen_shader.fragment_shader,
  117. blending: THREE.AdditiveBlending
  118. } );
  119. var film_shader = ShaderUtils.lib["film"];
  120. var film_uniforms = Uniforms.clone( film_shader.uniforms );
  121. film_uniforms["tDiffuse"].texture = rtTexture1;
  122. materialFilm = new THREE.MeshShaderMaterial( {
  123. uniforms: film_uniforms,
  124. vertex_shader: film_shader.vertex_shader,
  125. fragment_shader: film_shader.fragment_shader
  126. } );
  127. var increment = 0.001953125;
  128. blurx = new THREE.Vector2( increment, 0.0 ),
  129. blury = new THREE.Vector2( 0.0, increment );
  130. var convolution_shader = ShaderUtils.lib["convolution"];
  131. var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
  132. convolution_uniforms["tDiffuse"].texture = rtTexture1;
  133. convolution_uniforms["uImageIncrement"].value = blurx;
  134. convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
  135. materialConvolution = new THREE.MeshShaderMaterial( {
  136. uniforms: convolution_uniforms,
  137. vertex_shader: convolution_shader.vertex_shader,
  138. fragment_shader: convolution_shader.fragment_shader
  139. } );
  140. var plane = new Plane( window.innerWidth, window.innerHeight );
  141. quadBG = new THREE.Mesh( plane, materialColor );
  142. quadBG.position.z = -500;
  143. sceneBG.addObject( quadBG );
  144. loader = new THREE.Loader( true );
  145. document.body.appendChild( loader.statusDomElement );
  146. loader.loadAscii( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
  147. quadScreen = new THREE.Mesh( plane, materialConvolution );
  148. quadScreen.position.z = -100;
  149. sceneScreen.addObject( quadScreen );
  150. renderer = new THREE.WebGLRenderer();
  151. renderer.setSize( window.innerWidth, window.innerHeight );
  152. renderer.autoClear = false;
  153. container.appendChild( renderer.domElement );
  154. stats = new Stats();
  155. stats.domElement.style.position = 'absolute';
  156. stats.domElement.style.top = '0px';
  157. //container.appendChild( stats.domElement );
  158. }
  159. function getText( id ) {
  160. return document.getElementById( id ).textContent;
  161. }
  162. function createMesh( geometry, scene, scale ) {
  163. geometry.computeTangents();
  164. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  165. var shader = ShaderUtils.lib[ "normal" ];
  166. var uniforms = Uniforms.clone( shader.uniforms );
  167. uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  168. uniforms[ "uNormalScale" ].value = - 0.75;
  169. uniforms[ "tDiffuse" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  170. uniforms[ "enableAO" ].value = false;
  171. uniforms[ "enableDiffuse" ].value = true;
  172. uniforms[ "uPointLightPos" ].value = new THREE.Vector3(0,0,0);
  173. uniforms[ "uPointLightColor" ].value = new THREE.Color(1,0,0);
  174. uniforms[ "uDirLightPos" ].value = directionalLight.position;
  175. uniforms[ "uDirLightColor" ].value = directionalLight.color;
  176. uniforms[ "uAmbientLightColor" ].value = new THREE.Color(0,0,0);
  177. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  178. uniforms[ "uSpecularColor" ].value.setHex( specular );
  179. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  180. uniforms[ "uShininess" ].value = shininess;
  181. var parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
  182. var mat2 = new THREE.MeshShaderMaterial( parameters );
  183. mesh = new THREE.Mesh( geometry, mat2 );
  184. mesh.position.x = 0;
  185. mesh.position.y = -50;
  186. mesh.position.z = 0;
  187. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  188. mesh.updateMatrix();
  189. scene.addObject( mesh );
  190. loader.statusDomElement.style.display = "none";
  191. }
  192. var delta = 0.01;
  193. var start = 0;
  194. function loop() {
  195. if ( ! start ) start = new Date().getTime();
  196. var time = ( new Date().getTime() - start ) * 0.0004;
  197. if ( mesh ) {
  198. mesh.rotation.y = -time;
  199. }
  200. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  201. delta *= -1;
  202. }
  203. materialColor.uniforms.time.value += delta/2;
  204. materialFilm.uniforms.time.value += delta;
  205. renderer.clear();
  206. // Render scene into texture
  207. // background
  208. renderer.context.disable( renderer.context.DEPTH_TEST );
  209. renderer.render( sceneBG, cameraOrtho, rtTexture1 );
  210. renderer.context.enable( renderer.context.DEPTH_TEST );
  211. // model
  212. renderer.render( sceneModel, cameraPerspective, rtTexture1 );
  213. // Render quad with blured scene into texture (convolution pass 1)
  214. quadScreen.materials = [ materialConvolution ];
  215. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  216. materialConvolution.uniforms.uImageIncrement.value = blurx;
  217. renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
  218. // Render quad with blured scene into texture (convolution pass 2)
  219. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  220. materialConvolution.uniforms.uImageIncrement.value = blury;
  221. renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
  222. // Render original scene with superimposed blur into texture
  223. quadScreen.materials = [ materialScreen ];
  224. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  225. materialScreen.uniforms.opacity.value = 1.0;
  226. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  227. // Render final scene to the screen with film shader
  228. materialFilm.uniforms.tDiffuse.texture = rtTexture1;
  229. quadScreen.materials = [ materialFilm ];
  230. renderer.render( sceneScreen, cameraOrtho );
  231. stats.update();
  232. }
  233. function is_browser_compatible() {
  234. // WebGL support
  235. try { var test = new Float32Array(1); } catch(e) { return false; }
  236. // Web workers
  237. return !!window.Worker;
  238. }
  239. </script>
  240. </body>
  241. </html>