webgl_postprocessing_rgb_halftone.html 6.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing RGB Halftone</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - RGB Halftone post-processing by
  12. <a href="https://github.com/meatbags" target="_blank">Xavier Burrow</a>
  13. </div>
  14. <script type="module">
  15. import {
  16. BoxBufferGeometry,
  17. Clock,
  18. Color,
  19. Group,
  20. Mesh,
  21. MeshPhongMaterial,
  22. PerspectiveCamera,
  23. PointLight,
  24. Scene,
  25. ShaderMaterial,
  26. WebGLRenderer
  27. } from "../build/three.module.js";
  28. import Stats from './jsm/libs/stats.module.js';
  29. import { GUI } from './jsm/libs/dat.gui.module.js';
  30. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  31. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  32. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  33. import { HalftonePass } from './jsm/postprocessing/HalftonePass.js';
  34. // setup
  35. var renderer, clock, camera, controls, stats, rotationSpeed;
  36. renderer = new WebGLRenderer();
  37. renderer.setPixelRatio( window.devicePixelRatio );
  38. renderer.setSize( window.innerWidth, window.innerHeight );
  39. clock = new Clock();
  40. camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  41. camera.position.z = 12;
  42. rotationSpeed = Math.PI / 64;
  43. stats = new Stats();
  44. document.body.appendChild( renderer.domElement );
  45. document.body.appendChild( stats.dom );
  46. // camera controls
  47. controls = new OrbitControls( camera, renderer.domElement );
  48. controls.target.set( 0, 0, 0 );
  49. controls.update();
  50. // scene
  51. var scene, group, mat, floor, light;
  52. scene = new Scene();
  53. scene.background = new Color( 0x444444 );
  54. group = new Group();
  55. floor = new Mesh( new BoxBufferGeometry( 100, 1, 100 ), new MeshPhongMaterial( {} ) );
  56. floor.position.y = - 10;
  57. light = new PointLight( 0xffffff, 1.0, 50, 2 );
  58. light.position.y = 2;
  59. group.add( floor, light );
  60. scene.add( group );
  61. mat = new ShaderMaterial( {
  62. uniforms: {},
  63. vertexShader: [
  64. "varying vec2 vUV;",
  65. "varying vec3 vNormal;",
  66. "void main() {",
  67. "vUV = uv;",
  68. "vNormal = vec3( normal );",
  69. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  70. "}"
  71. ].join( "\n" ),
  72. fragmentShader: [
  73. "varying vec2 vUV;",
  74. "varying vec3 vNormal;",
  75. "void main() {",
  76. "vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
  77. "gl_FragColor = c;",
  78. "}"
  79. ].join( "\n" )
  80. } );
  81. for ( var i = 0; i < 50; ++ i ) {
  82. // fill scene with coloured cubes
  83. var mesh = new Mesh( new BoxBufferGeometry( 2, 2, 2 ), mat );
  84. mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
  85. mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
  86. group.add( mesh );
  87. }
  88. // post-processing
  89. var composer, renderPass, halftonePass, params;
  90. composer = new EffectComposer( renderer );
  91. renderPass = new RenderPass( scene, camera );
  92. params = {
  93. shape: 1,
  94. radius: 4,
  95. rotateR: Math.PI / 12,
  96. rotateB: Math.PI / 12 * 2,
  97. rotateG: Math.PI / 12 * 3,
  98. scatter: 0,
  99. blending: 1,
  100. blendingMode: 1,
  101. greyscale: false,
  102. disable: false
  103. };
  104. halftonePass = new HalftonePass( window.innerWidth, window.innerHeight, params );
  105. composer.addPass( renderPass );
  106. composer.addPass( halftonePass );
  107. window.onresize = function () {
  108. // resize composer
  109. renderer.setSize( window.innerWidth, window.innerHeight );
  110. composer.setSize( window.innerWidth, window.innerHeight );
  111. camera.aspect = window.innerWidth / window.innerHeight;
  112. camera.updateProjectionMatrix();
  113. };
  114. // GUI
  115. var controller, gui, onGUIChange;
  116. controller = {
  117. radius: halftonePass.uniforms[ "radius" ].value,
  118. rotateR: halftonePass.uniforms[ "rotateR" ].value / ( Math.PI / 180 ),
  119. rotateG: halftonePass.uniforms[ "rotateG" ].value / ( Math.PI / 180 ),
  120. rotateB: halftonePass.uniforms[ "rotateB" ].value / ( Math.PI / 180 ),
  121. scatter: halftonePass.uniforms[ "scatter" ].value,
  122. shape: halftonePass.uniforms[ "shape" ].value,
  123. greyscale: halftonePass.uniforms[ "greyscale" ].value,
  124. blending: halftonePass.uniforms[ "blending" ].value,
  125. blendingMode: halftonePass.uniforms[ "blendingMode" ].value,
  126. disable: halftonePass.uniforms[ "disable" ].value
  127. };
  128. onGUIChange = function () {
  129. // update uniforms
  130. halftonePass.uniforms[ "radius" ].value = controller.radius;
  131. halftonePass.uniforms[ "rotateR" ].value = controller.rotateR * ( Math.PI / 180 );
  132. halftonePass.uniforms[ "rotateG" ].value = controller.rotateG * ( Math.PI / 180 );
  133. halftonePass.uniforms[ "rotateB" ].value = controller.rotateB * ( Math.PI / 180 );
  134. halftonePass.uniforms[ "scatter" ].value = controller.scatter;
  135. halftonePass.uniforms[ "shape" ].value = controller.shape;
  136. halftonePass.uniforms[ "greyscale" ].value = controller.greyscale;
  137. halftonePass.uniforms[ "blending" ].value = controller.blending;
  138. halftonePass.uniforms[ "blendingMode" ].value = controller.blendingMode;
  139. halftonePass.uniforms[ "disable" ].value = controller.disable;
  140. };
  141. gui = new GUI();
  142. gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
  143. gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
  144. gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
  145. gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
  146. gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
  147. gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
  148. gui.add( controller, 'greyscale' ).onChange( onGUIChange );
  149. gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
  150. gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
  151. gui.add( controller, 'disable' ).onChange( onGUIChange );
  152. function loop() {
  153. // demo loop
  154. var delta = clock.getDelta();
  155. requestAnimationFrame( loop );
  156. stats.update();
  157. group.rotation.y += delta * rotationSpeed;
  158. composer.render( delta );
  159. }
  160. loop();
  161. </script>
  162. </body>
  163. </html>