123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>Three.js - postprocessing - 3DLUT</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- html, body {
- margin: 0;
- height: 100%;
- }
- #c {
- width: 100%;
- height: 100%;
- display: block;
- }
- </style>
- </head>
- <body>
- <canvas id="c"></canvas>
- </body>
- <script type="importmap">
- {
- "imports": {
- "three": "../../build/three.module.js",
- "three/addons/": "../../examples/jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
- import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
- import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
- import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- function main() {
- const canvas = document.querySelector( '#c' );
- const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
- const fov = 45;
- const aspect = 2; // the canvas default
- const near = 0.1;
- const far = 100;
- const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
- camera.position.set( 0, 10, 20 );
- const controls = new OrbitControls( camera, canvas );
- controls.target.set( 0, 5, 0 );
- controls.update();
- const makeIdentityLutTexture = function () {
- const identityLUT = new Uint8Array( [
- 0, 0, 0, 255, // black
- 255, 0, 0, 255, // red
- 0, 0, 255, 255, // blue
- 255, 0, 255, 255, // magenta
- 0, 255, 0, 255, // green
- 255, 255, 0, 255, // yellow
- 0, 255, 255, 255, // cyan
- 255, 255, 255, 255, // white
- ] );
- return function ( filter ) {
- const texture = new THREE.DataTexture( identityLUT, 4, 2 );
- texture.minFilter = filter;
- texture.magFilter = filter;
- texture.needsUpdate = true;
- texture.flipY = false;
- return texture;
- };
- }();
- const lutTextures = [
- {
- name: 'identity',
- size: 2,
- filter: true,
- texture: makeIdentityLutTexture( THREE.LinearFilter ),
- },
- {
- name: 'identity not filtered',
- size: 2,
- filter: false,
- texture: makeIdentityLutTexture( THREE.NearestFilter ),
- },
- ];
- const lutNameIndexMap = {};
- lutTextures.forEach( ( info, ndx ) => {
- lutNameIndexMap[ info.name ] = ndx;
- } );
- const lutSettings = {
- lut: lutNameIndexMap.identity,
- };
- const gui = new GUI( { width: 300 } );
- gui.add( lutSettings, 'lut', lutNameIndexMap );
- const scene = new THREE.Scene();
- const sceneBG = new THREE.Scene();
- const cameraBG = new THREE.OrthographicCamera( - 1, 1, 1, - 1, - 1, 1 );
- let bgMesh;
- let bgTexture;
- {
- const loader = new THREE.TextureLoader();
- bgTexture = loader.load( 'resources/images/beach.jpg' );
- bgTexture.colorSpace = THREE.SRGBColorSpace;
- const planeGeo = new THREE.PlaneGeometry( 2, 2 );
- const planeMat = new THREE.MeshBasicMaterial( {
- map: bgTexture,
- depthTest: false,
- } );
- bgMesh = new THREE.Mesh( planeGeo, planeMat );
- sceneBG.add( bgMesh );
- }
- function frameArea( sizeToFitOnScreen, boxSize, boxCenter, camera ) {
- const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
- const halfFovY = THREE.MathUtils.degToRad( camera.fov * .5 );
- const distance = halfSizeToFitOnScreen / Math.tan( halfFovY );
- // compute a unit vector that points in the direction the camera is now
- // in the xz plane from the center of the box
- const direction = ( new THREE.Vector3() )
- .subVectors( camera.position, boxCenter )
- .multiply( new THREE.Vector3( 1, 0, 1 ) )
- .normalize();
- // move the camera to a position distance units way from the center
- // in whatever direction the camera was from the center already
- camera.position.copy( direction.multiplyScalar( distance ).add( boxCenter ) );
- // pick some near and far values for the frustum that
- // will contain the box.
- camera.near = boxSize / 100;
- camera.far = boxSize * 100;
- camera.updateProjectionMatrix();
- // point the camera to look at the center of the box
- camera.lookAt( boxCenter.x, boxCenter.y, boxCenter.z );
- }
- {
- const gltfLoader = new GLTFLoader();
- gltfLoader.load( 'resources/models/3dbustchallange_submission/scene.gltf', ( gltf ) => {
- const root = gltf.scene;
- scene.add( root );
- // fix materials from r114
- root.traverse( ( { material } ) => {
- if ( material ) {
- material.depthWrite = true;
- }
- } );
- root.updateMatrixWorld();
- // compute the box that contains all the stuff
- // from root and below
- const box = new THREE.Box3().setFromObject( root );
- const boxSize = box.getSize( new THREE.Vector3() ).length();
- const boxCenter = box.getCenter( new THREE.Vector3() );
- frameArea( boxSize * 0.4, boxSize, boxCenter, camera );
- // update the Trackball controls to handle the new size
- controls.maxDistance = boxSize * 10;
- controls.target.copy( boxCenter );
- controls.update();
- } );
- }
- const lutShader = {
- uniforms: {
- tDiffuse: { value: null }, // the previous pass's result
- lutMap: { value: null },
- lutMapSize: { value: 1, },
- },
- vertexShader: `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- `,
- fragmentShader: `
- #include <common>
- #define FILTER_LUT true
- uniform sampler2D tDiffuse;
- uniform sampler2D lutMap;
- uniform float lutMapSize;
- varying vec2 vUv;
- vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
- float sliceSize = 1.0 / size; // space of 1 slice
- float slicePixelSize = sliceSize / size; // space of 1 pixel
- float width = size - 1.0;
- float sliceInnerSize = slicePixelSize * width; // space of size pixels
- float zSlice0 = floor( texCoord.z * width);
- float zSlice1 = min( zSlice0 + 1.0, width);
- float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
- float yRange = (texCoord.y * width + 0.5) / size;
- float s0 = xOffset + (zSlice0 * sliceSize);
- #ifdef FILTER_LUT
- float s1 = xOffset + (zSlice1 * sliceSize);
- vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
- vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
- float zOffset = mod(texCoord.z * width, 1.0);
- return mix(slice0Color, slice1Color, zOffset);
- #else
- return texture2D(tex, vec2( s0, yRange));
- #endif
- }
- void main() {
- vec4 originalColor = texture2D(tDiffuse, vUv);
- gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
- }
- `,
- };
- const lutNearestShader = {
- uniforms: { ...lutShader.uniforms },
- vertexShader: lutShader.vertexShader,
- fragmentShader: lutShader.fragmentShader.replace( '#define FILTER_LUT', '//' ),
- };
- const effectLUT = new ShaderPass( lutShader );
- const effectLUTNearest = new ShaderPass( lutNearestShader );
- const renderModel = new RenderPass( scene, camera );
- renderModel.clear = false; // so we don't clear out the background
- const renderBG = new RenderPass( sceneBG, cameraBG );
- const outputPass = new OutputPass();
- const composer = new EffectComposer( renderer );
- composer.addPass( renderBG );
- composer.addPass( renderModel );
- composer.addPass( effectLUT );
- composer.addPass( effectLUTNearest );
- composer.addPass( outputPass );
- function resizeRendererToDisplaySize( renderer ) {
- const canvas = renderer.domElement;
- const width = canvas.clientWidth * window.devicePixelRatio | 0;
- const height = canvas.clientHeight * window.devicePixelRatio | 0;
- const needResize = canvas.width !== width || canvas.height !== height;
- if ( needResize ) {
- renderer.setSize( width, height, false );
- }
- return needResize;
- }
- let then = 0;
- function render( now ) {
- now *= 0.001; // convert to seconds
- const delta = now - then;
- then = now;
- if ( resizeRendererToDisplaySize( renderer ) ) {
- const canvas = renderer.domElement;
- const canvasAspect = canvas.clientWidth / canvas.clientHeight;
- camera.aspect = canvasAspect;
- camera.updateProjectionMatrix();
- composer.setSize( canvas.width, canvas.height );
- // scale the background plane to keep the image's
- // aspect correct.
- // Note the image may not have loaded yet.
- const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
- const aspect = imageAspect / canvasAspect;
- bgMesh.scale.x = aspect > 1 ? aspect : 1;
- bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
- }
- const lutInfo = lutTextures[ lutSettings.lut ];
- const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
- effectLUT.enabled = lutInfo.filter;
- effectLUTNearest.enabled = ! lutInfo.filter;
- const lutTexture = lutInfo.texture;
- effect.uniforms.lutMap.value = lutTexture;
- effect.uniforms.lutMapSize.value = lutInfo.size;
- composer.render( delta );
- requestAnimationFrame( render );
- }
- requestAnimationFrame( render );
- }
- main();
- </script>
- </html>
|