postprocessing-3dlut.html 12 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>Three.js - postprocessing - 3DLUT</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. html, body {
  9. margin: 0;
  10. height: 100%;
  11. }
  12. #c {
  13. width: 100%;
  14. height: 100%;
  15. display: block;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <canvas id="c"></canvas>
  21. </body>
  22. <script type="importmap">
  23. {
  24. "imports": {
  25. "three": "../../build/three.module.js",
  26. "three/addons/": "../../examples/jsm/"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three';
  32. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  33. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  34. import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
  35. import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
  36. import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
  37. import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
  38. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  39. function main() {
  40. const canvas = document.querySelector( '#c' );
  41. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  42. const fov = 45;
  43. const aspect = 2; // the canvas default
  44. const near = 0.1;
  45. const far = 100;
  46. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  47. camera.position.set( 0, 10, 20 );
  48. const controls = new OrbitControls( camera, canvas );
  49. controls.target.set( 0, 5, 0 );
  50. controls.update();
  51. const lutTextures = [
  52. { name: 'identity', size: 2, filter: true, },
  53. { name: 'identity no filter', size: 2, filter: false, },
  54. { name: 'custom', url: 'resources/images/lut/3dlut-red-only-s16.png' },
  55. { name: 'monochrome', url: 'resources/images/lut/monochrome-s8.png' },
  56. { name: 'sepia', url: 'resources/images/lut/sepia-s8.png' },
  57. { name: 'saturated', url: 'resources/images/lut/saturated-s8.png', },
  58. { name: 'posterize', url: 'resources/images/lut/posterize-s8n.png', },
  59. { name: 'posterize-3-rgb', url: 'resources/images/lut/posterize-3-rgb-s8n.png', },
  60. { name: 'posterize-3-lab', url: 'resources/images/lut/posterize-3-lab-s8n.png', },
  61. { name: 'posterize-4-lab', url: 'resources/images/lut/posterize-4-lab-s8n.png', },
  62. { name: 'posterize-more', url: 'resources/images/lut/posterize-more-s8n.png', },
  63. { name: 'inverse', url: 'resources/images/lut/inverse-s8.png', },
  64. { name: 'color negative', url: 'resources/images/lut/color-negative-s8.png', },
  65. { name: 'high contrast', url: 'resources/images/lut/high-contrast-bw-s8.png', },
  66. { name: 'funky contrast', url: 'resources/images/lut/funky-contrast-s8.png', },
  67. { name: 'nightvision', url: 'resources/images/lut/nightvision-s8.png', },
  68. { name: 'thermal', url: 'resources/images/lut/thermal-s8.png', },
  69. { name: 'b/w', url: 'resources/images/lut/black-white-s8n.png', },
  70. { name: 'hue +60', url: 'resources/images/lut/hue-plus-60-s8.png', },
  71. { name: 'hue +180', url: 'resources/images/lut/hue-plus-180-s8.png', },
  72. { name: 'hue -60', url: 'resources/images/lut/hue-minus-60-s8.png', },
  73. { name: 'red to cyan', url: 'resources/images/lut/red-to-cyan-s8.png' },
  74. { name: 'blues', url: 'resources/images/lut/blues-s8.png' },
  75. { name: 'infrared', url: 'resources/images/lut/infrared-s8.png' },
  76. { name: 'radioactive', url: 'resources/images/lut/radioactive-s8.png' },
  77. { name: 'goolgey', url: 'resources/images/lut/googley-s8.png' },
  78. { name: 'bgy', url: 'resources/images/lut/bgy-s8.png' },
  79. ];
  80. const makeIdentityLutTexture = function () {
  81. const identityLUT = new Uint8Array( [
  82. 0, 0, 0, 255, // black
  83. 255, 0, 0, 255, // red
  84. 0, 0, 255, 255, // blue
  85. 255, 0, 255, 255, // magenta
  86. 0, 255, 0, 255, // green
  87. 255, 255, 0, 255, // yellow
  88. 0, 255, 255, 255, // cyan
  89. 255, 255, 255, 255, // white
  90. ] );
  91. return function ( filter ) {
  92. const texture = new THREE.DataTexture( identityLUT, 4, 2 );
  93. texture.minFilter = texture.magFilter = filter ? THREE.LinearFilter : THREE.NearestFilter;
  94. texture.needsUpdate = true;
  95. texture.flipY = false;
  96. return texture;
  97. };
  98. }();
  99. const makeLUTTexture = function () {
  100. const imgLoader = new THREE.ImageLoader();
  101. const ctx = document.createElement( 'canvas' ).getContext( '2d' );
  102. return function ( info ) {
  103. const lutSize = info.size;
  104. const width = lutSize * lutSize;
  105. const height = lutSize;
  106. const texture = new THREE.DataTexture( new Uint8Array( width * height ), width, height );
  107. texture.minFilter = texture.magFilter = info.filter ? THREE.LinearFilter : THREE.NearestFilter;
  108. texture.flipY = false;
  109. if ( info.url ) {
  110. imgLoader.load( info.url, function ( image ) {
  111. ctx.canvas.width = width;
  112. ctx.canvas.height = height;
  113. ctx.drawImage( image, 0, 0 );
  114. const imageData = ctx.getImageData( 0, 0, width, height );
  115. texture.image.data = new Uint8Array( imageData.data.buffer );
  116. texture.image.width = width;
  117. texture.image.height = height;
  118. texture.needsUpdate = true;
  119. } );
  120. }
  121. return texture;
  122. };
  123. }();
  124. lutTextures.forEach( ( info ) => {
  125. // if not size set get it from the filename
  126. if ( ! info.size ) {
  127. // assumes filename ends in '-s<num>[n]'
  128. // where <num> is the size of the 3DLUT cube
  129. // and [n] means 'no filtering' or 'nearest'
  130. //
  131. // examples:
  132. // 'foo-s16.png' = size:16, filter: true
  133. // 'bar-s8n.png' = size:8, filter: false
  134. const m = /-s(\d+)(n*)\.[^.]+$/.exec( info.url );
  135. if ( m ) {
  136. info.size = parseInt( m[ 1 ] );
  137. info.filter = info.filter === undefined ? m[ 2 ] !== 'n' : info.filter;
  138. }
  139. info.texture = makeLUTTexture( info );
  140. } else {
  141. info.texture = makeIdentityLutTexture( info.filter );
  142. }
  143. } );
  144. const lutNameIndexMap = {};
  145. lutTextures.forEach( ( info, ndx ) => {
  146. lutNameIndexMap[ info.name ] = ndx;
  147. } );
  148. const lutSettings = {
  149. lut: lutNameIndexMap.custom,
  150. };
  151. const gui = new GUI( { width: 300 } );
  152. gui.add( lutSettings, 'lut', lutNameIndexMap );
  153. const scene = new THREE.Scene();
  154. const sceneBG = new THREE.Scene();
  155. const cameraBG = new THREE.OrthographicCamera( - 1, 1, 1, - 1, - 1, 1 );
  156. let bgMesh;
  157. let bgTexture;
  158. {
  159. const loader = new THREE.TextureLoader();
  160. bgTexture = loader.load( 'resources/images/beach.jpg' );
  161. bgTexture.colorSpace = THREE.SRGBColorSpace;
  162. const planeGeo = new THREE.PlaneGeometry( 2, 2 );
  163. const planeMat = new THREE.MeshBasicMaterial( {
  164. map: bgTexture,
  165. depthTest: false,
  166. } );
  167. bgMesh = new THREE.Mesh( planeGeo, planeMat );
  168. sceneBG.add( bgMesh );
  169. }
  170. function frameArea( sizeToFitOnScreen, boxSize, boxCenter, camera ) {
  171. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  172. const halfFovY = THREE.MathUtils.degToRad( camera.fov * .5 );
  173. const distance = halfSizeToFitOnScreen / Math.tan( halfFovY );
  174. // compute a unit vector that points in the direction the camera is now
  175. // in the xz plane from the center of the box
  176. const direction = ( new THREE.Vector3() )
  177. .subVectors( camera.position, boxCenter )
  178. .multiply( new THREE.Vector3( 1, 0, 1 ) )
  179. .normalize();
  180. // move the camera to a position distance units way from the center
  181. // in whatever direction the camera was from the center already
  182. camera.position.copy( direction.multiplyScalar( distance ).add( boxCenter ) );
  183. // pick some near and far values for the frustum that
  184. // will contain the box.
  185. camera.near = boxSize / 100;
  186. camera.far = boxSize * 100;
  187. camera.updateProjectionMatrix();
  188. // point the camera to look at the center of the box
  189. camera.lookAt( boxCenter.x, boxCenter.y, boxCenter.z );
  190. }
  191. {
  192. const gltfLoader = new GLTFLoader();
  193. gltfLoader.load( 'resources/models/3dbustchallange_submission/scene.gltf', ( gltf ) => {
  194. const root = gltf.scene;
  195. scene.add( root );
  196. // fix materials from r114
  197. root.traverse( ( { material } ) => {
  198. if ( material ) {
  199. material.depthWrite = true;
  200. }
  201. } );
  202. root.updateMatrixWorld();
  203. // compute the box that contains all the stuff
  204. // from root and below
  205. const box = new THREE.Box3().setFromObject( root );
  206. const boxSize = box.getSize( new THREE.Vector3() ).length();
  207. const boxCenter = box.getCenter( new THREE.Vector3() );
  208. frameArea( boxSize * 0.4, boxSize, boxCenter, camera );
  209. // update the Trackball controls to handle the new size
  210. controls.maxDistance = boxSize * 10;
  211. controls.target.copy( boxCenter );
  212. controls.update();
  213. } );
  214. }
  215. const lutShader = {
  216. uniforms: {
  217. tDiffuse: { value: null },
  218. lutMap: { value: null },
  219. lutMapSize: { value: 1, },
  220. },
  221. vertexShader: `
  222. varying vec2 vUv;
  223. void main() {
  224. vUv = uv;
  225. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  226. }
  227. `,
  228. fragmentShader: `
  229. #include <common>
  230. #define FILTER_LUT true
  231. uniform sampler2D tDiffuse;
  232. uniform sampler2D lutMap;
  233. uniform float lutMapSize;
  234. varying vec2 vUv;
  235. vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
  236. float sliceSize = 1.0 / size; // space of 1 slice
  237. float slicePixelSize = sliceSize / size; // space of 1 pixel
  238. float width = size - 1.0;
  239. float sliceInnerSize = slicePixelSize * width; // space of size pixels
  240. float zSlice0 = floor( texCoord.z * width);
  241. float zSlice1 = min( zSlice0 + 1.0, width);
  242. float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
  243. float yRange = (texCoord.y * width + 0.5) / size;
  244. float s0 = xOffset + (zSlice0 * sliceSize);
  245. #ifdef FILTER_LUT
  246. float s1 = xOffset + (zSlice1 * sliceSize);
  247. vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
  248. vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
  249. float zOffset = mod(texCoord.z * width, 1.0);
  250. return mix(slice0Color, slice1Color, zOffset);
  251. #else
  252. return texture2D(tex, vec2( s0, yRange));
  253. #endif
  254. }
  255. void main() {
  256. vec4 originalColor = texture2D(tDiffuse, vUv);
  257. gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
  258. }
  259. `,
  260. };
  261. const lutNearestShader = {
  262. uniforms: { ...lutShader.uniforms },
  263. vertexShader: lutShader.vertexShader,
  264. fragmentShader: lutShader.fragmentShader.replace( '#define FILTER_LUT', '//' ),
  265. };
  266. const effectLUT = new ShaderPass( lutShader );
  267. const effectLUTNearest = new ShaderPass( lutNearestShader );
  268. const renderModel = new RenderPass( scene, camera );
  269. renderModel.clear = false; // so we don't clear out the background
  270. const renderBG = new RenderPass( sceneBG, cameraBG );
  271. const outputPass = new OutputPass();
  272. const composer = new EffectComposer( renderer );
  273. composer.addPass( renderBG );
  274. composer.addPass( renderModel );
  275. composer.addPass( effectLUT );
  276. composer.addPass( effectLUTNearest );
  277. composer.addPass( outputPass );
  278. function resizeRendererToDisplaySize( renderer ) {
  279. const canvas = renderer.domElement;
  280. const width = canvas.clientWidth * window.devicePixelRatio | 0;
  281. const height = canvas.clientHeight * window.devicePixelRatio | 0;
  282. const needResize = canvas.width !== width || canvas.height !== height;
  283. if ( needResize ) {
  284. renderer.setSize( width, height, false );
  285. }
  286. return needResize;
  287. }
  288. let then = 0;
  289. function render( now ) {
  290. now *= 0.001; // convert to seconds
  291. const delta = now - then;
  292. then = now;
  293. if ( resizeRendererToDisplaySize( renderer ) ) {
  294. const canvas = renderer.domElement;
  295. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  296. camera.aspect = canvasAspect;
  297. camera.updateProjectionMatrix();
  298. composer.setSize( canvas.width, canvas.height );
  299. // scale the background plane to keep the image's
  300. // aspect correct.
  301. // Note the image may not have loaded yet.
  302. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  303. const aspect = imageAspect / canvasAspect;
  304. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  305. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  306. }
  307. const lutInfo = lutTextures[ lutSettings.lut ];
  308. const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
  309. effectLUT.enabled = lutInfo.filter;
  310. effectLUTNearest.enabled = ! lutInfo.filter;
  311. const lutTexture = lutInfo.texture;
  312. effect.uniforms.lutMap.value = lutTexture;
  313. effect.uniforms.lutMapSize.value = lutInfo.size;
  314. composer.render( delta );
  315. requestAnimationFrame( render );
  316. }
  317. requestAnimationFrame( render );
  318. }
  319. main();
  320. </script>
  321. </html>