webgl_postprocessing.html 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416
  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing</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. body {
  9. color: #000;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#fff;
  20. background-color: rgba( 0, 0, 0, 0.5 );
  21. position: relative;
  22. margin: 0 auto -2.1em;
  23. top: 0px;
  24. width: 550px;
  25. padding: 5px;
  26. z-index:100;
  27. }
  28. a { color: red; }
  29. </style>
  30. </head>
  31. <body>
  32. <div id="info">
  33. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
  34. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  35. </div>
  36. <div id="container"></div>
  37. <script src="../build/Three.js"></script>
  38. <script src="js/ShaderExtras.js"></script>
  39. <script src="js/postprocessing/EffectComposer.js"></script>
  40. <script src="js/postprocessing/RenderPass.js"></script>
  41. <script src="js/postprocessing/BloomPass.js"></script>
  42. <script src="js/postprocessing/FilmPass.js"></script>
  43. <script src="js/postprocessing/DotScreenPass.js"></script>
  44. <script src="js/postprocessing/TexturePass.js"></script>
  45. <script src="js/postprocessing/ShaderPass.js"></script>
  46. <script src="js/postprocessing/MaskPass.js"></script>
  47. <script src="js/Detector.js"></script>
  48. <script src="js/RequestAnimationFrame.js"></script>
  49. <script src="js/Stats.js"></script>
  50. <!-- Time modulated procedural color fragment shader -->
  51. <script id="fs-colors" type="x-shader/x-fragment">
  52. varying vec2 vUv;
  53. uniform float time;
  54. void main() {
  55. //gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  56. //gl_FragColor = vec4( 0.4, 0.4, 0.4, 1.0 );
  57. gl_FragColor = vec4( 0.2, 0.4, 0.5, 1.0 );
  58. }
  59. </script>
  60. <!-- Generic vertex shader -->
  61. <script id="vs-generic" type="x-shader/x-vertex">
  62. varying vec2 vUv;
  63. void main() {
  64. vUv = vec2( uv.x, 1.0 - uv.y );
  65. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  66. }
  67. </script>
  68. <script>
  69. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  70. var container, stats;
  71. var composerScene, composer1, composer2, composer3, composer4;
  72. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  73. var halfWidth = window.innerWidth / 2;
  74. var halfHeight = window.innerHeight / 2;
  75. var materialColor, material2D, quadBG, quadMask, renderScene;
  76. var rtParameters;
  77. var delta = 0.01;
  78. init();
  79. animate();
  80. function init() {
  81. container = document.getElementById( 'container' );
  82. cameraOrtho = new THREE.OrthoCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
  83. cameraOrtho.position.z = 100;
  84. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  85. cameraPerspective.position.z = 900;
  86. //
  87. sceneModel = new THREE.Scene();
  88. directionalLight = new THREE.DirectionalLight( 0xffffff );
  89. directionalLight.position.set( 0, 0, 1 );
  90. directionalLight.position.normalize();
  91. sceneModel.add( directionalLight );
  92. loader = new THREE.JSONLoader( true );
  93. document.body.appendChild( loader.statusDomElement );
  94. loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
  95. //
  96. sceneBG = new THREE.Scene();
  97. materialColor = new THREE.ShaderMaterial( {
  98. uniforms: { time: { type: "f", value: 0.0 } },
  99. vertexShader: getText( 'vs-generic' ),
  100. fragmentShader: getText( 'fs-colors' ),
  101. depthTest: false
  102. } );
  103. var plane = new THREE.PlaneGeometry( 1, 1 );
  104. quadBG = new THREE.Mesh( plane, materialColor );
  105. quadBG.position.z = -500;
  106. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  107. sceneBG.add( quadBG );
  108. //
  109. var sceneMask = new THREE.Scene();
  110. var plane = new THREE.PlaneGeometry( 1, 1 );
  111. quadMask = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  112. quadMask.position.z = -300;
  113. quadMask.scale.set( window.innerWidth / 2, window.innerHeight/2, 1 );
  114. sceneMask.add( quadMask );
  115. //
  116. renderer = new THREE.WebGLRenderer( { antialias: false } );
  117. renderer.setSize( window.innerWidth, window.innerHeight );
  118. renderer.setClearColorHex( 0x000000, 1 );
  119. renderer.autoClear = false;
  120. container.appendChild( renderer.domElement );
  121. //
  122. stats = new Stats();
  123. stats.domElement.style.position = 'absolute';
  124. stats.domElement.style.top = '0px';
  125. //container.appendChild( stats.domElement );
  126. //
  127. var shaderBleach = THREE.ShaderExtras[ "bleachbypass" ];
  128. var shaderSepia = THREE.ShaderExtras[ "sepia" ];
  129. var shaderVignette = THREE.ShaderExtras[ "vignette" ];
  130. var shaderScreen = THREE.ShaderExtras[ "screen" ];
  131. var effectBleach = new THREE.ShaderPass( shaderBleach );
  132. var effectSepia = new THREE.ShaderPass( shaderSepia );
  133. var effectVignette = new THREE.ShaderPass( shaderVignette );
  134. var effectScreen = new THREE.ShaderPass( shaderScreen );
  135. effectBleach.uniforms[ "opacity" ].value = 0.95;
  136. effectSepia.uniforms[ "amount" ].value = 0.9;
  137. effectVignette.uniforms[ "offset" ].value = 0.95;
  138. effectVignette.uniforms[ "darkness" ].value = 1.6;
  139. var effectBloom = new THREE.BloomPass( 0.5 );
  140. var effectFilm = new THREE.FilmPass( 0.5, 0.025, 648, false );
  141. var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
  142. var effectFilmBW2 = new THREE.FilmPass( 0.05, 0.5, 2048, true );
  143. var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.6 );
  144. //var renderMask = new THREE.MaskPass( sceneMask, cameraOrtho );
  145. var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
  146. var clearMask = new THREE.ClearMaskPass();
  147. //effectFilm.renderToScreen = true;
  148. //effectFilmBW.renderToScreen = true;
  149. //effectDotScreen.renderToScreen = true;
  150. //effectBleach.renderToScreen = true;
  151. effectVignette.renderToScreen = true;
  152. //effectScreen.renderToScreen = true;
  153. //
  154. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  155. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  156. renderModel.clear = false;
  157. composerScene = new THREE.EffectComposer( renderer );
  158. composerScene.addPass( renderBackground );
  159. composerScene.addPass( renderModel );
  160. //
  161. renderScene = new THREE.TexturePass( composerScene.renderTarget2 );
  162. rtParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: true };
  163. var rtWidth = window.innerWidth / 2;
  164. var rtHeight = window.innerHeight / 2;
  165. //
  166. composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  167. composer1.addPass( renderScene );
  168. //composer1.addPass( renderMask );
  169. composer1.addPass( effectFilmBW );
  170. //composer1.addPass( clearMask );
  171. composer1.addPass( effectVignette );
  172. //
  173. composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  174. composer2.addPass( renderScene );
  175. composer2.addPass( renderMask );
  176. composer2.addPass( effectDotScreen );
  177. composer2.addPass( clearMask );
  178. composer2.addPass( effectFilmBW2 );
  179. composer2.addPass( effectVignette );
  180. //
  181. composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  182. composer3.addPass( renderScene );
  183. //composer3.addPass( renderMask );
  184. composer3.addPass( effectSepia );
  185. composer3.addPass( effectFilm );
  186. //composer3.addPass( clearMask );
  187. composer3.addPass( effectVignette );
  188. //
  189. composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  190. composer4.addPass( renderScene );
  191. //composer4.addPass( renderMask );
  192. composer4.addPass( effectBloom );
  193. composer4.addPass( effectFilm );
  194. composer4.addPass( effectBleach );
  195. //composer4.addPass( clearMask );
  196. composer4.addPass( effectVignette );
  197. //
  198. //onWindowResize();
  199. renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
  200. window.addEventListener( 'resize', onWindowResize, false );
  201. }
  202. function onWindowResize( event ) {
  203. halfWidth = window.innerWidth / 2;
  204. halfHeight = window.innerHeight / 2;
  205. renderer.setSize( window.innerWidth, window.innerHeight );
  206. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  207. cameraPerspective.updateProjectionMatrix();
  208. cameraOrtho.left = -halfWidth;
  209. cameraOrtho.right = halfWidth;
  210. cameraOrtho.top = halfHeight;
  211. cameraOrtho.bottom = -halfHeight;
  212. cameraOrtho.updateProjectionMatrix();
  213. composerScene.reset();
  214. composer1.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  215. composer2.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  216. composer3.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  217. composer4.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  218. renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
  219. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  220. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  221. }
  222. function getText( id ) {
  223. return document.getElementById( id ).textContent;
  224. }
  225. function createMesh( geometry, scene, scale ) {
  226. geometry.computeTangents();
  227. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  228. var shader = THREE.ShaderUtils.lib[ "normal" ];
  229. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  230. uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  231. uniforms[ "uNormalScale" ].value = - 0.75;
  232. uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  233. uniforms[ "enableAO" ].value = false;
  234. uniforms[ "enableDiffuse" ].value = true;
  235. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  236. uniforms[ "uSpecularColor" ].value.setHex( specular );
  237. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  238. uniforms[ "uShininess" ].value = shininess;
  239. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  240. var mat2 = new THREE.ShaderMaterial( parameters );
  241. mesh = new THREE.Mesh( geometry, mat2 );
  242. mesh.position.set( 0, -50, 0 );
  243. mesh.scale.set( scale, scale, scale );
  244. scene.add( mesh );
  245. loader.statusDomElement.style.display = "none";
  246. }
  247. //
  248. function animate() {
  249. requestAnimationFrame( animate );
  250. render();
  251. stats.update();
  252. }
  253. function render() {
  254. var time = new Date().getTime() * 0.0004;
  255. if ( mesh ) mesh.rotation.y = -time;
  256. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  257. delta *= -1;
  258. }
  259. materialColor.uniforms.time.value += delta / 2;
  260. renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );
  261. renderer.clear();
  262. composerScene.render( delta );
  263. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  264. composer1.render( delta );
  265. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  266. composer2.render( delta );
  267. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  268. composer3.render( delta );
  269. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  270. composer4.render( delta );
  271. }
  272. </script>
  273. </body>
  274. </html>