webgl_postprocessing_fxaa.html 4.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js WebGL - postprocessing - FXAA</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. <style>
  9. body {
  10. background-color: #fff;
  11. color: #222;
  12. }
  13. a {
  14. color: #08f;
  15. }
  16. #container {
  17. position: absolute;
  18. top: 80px;
  19. width: 100%;
  20. bottom: 0px;
  21. }
  22. </style>
  23. </head>
  24. <body>
  25. <div id="info">
  26. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - postprocessing - FXAA<br />
  27. Left scene processed with FXAA, right scene is rendered without anti-aliasing.
  28. </div>
  29. <div id="container">
  30. </div>
  31. <script type="module">
  32. import {
  33. Clock,
  34. Color,
  35. DirectionalLight,
  36. Fog,
  37. Group,
  38. HemisphereLight,
  39. Mesh,
  40. MeshStandardMaterial,
  41. PerspectiveCamera,
  42. Scene,
  43. TetrahedronBufferGeometry,
  44. WebGLRenderer,
  45. } from "../build/three.module.js";
  46. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  47. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  48. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  49. import { CopyShader } from './jsm/shaders/CopyShader.js';
  50. import { FXAAShader } from './jsm/shaders/FXAAShader.js';
  51. var camera, scene, renderer, clock, group, container;
  52. var composer1, composer2, fxaaPass;
  53. init();
  54. animate();
  55. function init() {
  56. container = document.getElementById( 'container' );
  57. camera = new PerspectiveCamera( 45, ( container.offsetWidth * 0.5 ) / container.offsetHeight, 1, 2000 );
  58. camera.position.z = 500;
  59. scene = new Scene();
  60. scene.background = new Color( 0xffffff );
  61. scene.fog = new Fog( 0xcccccc, 100, 1500 );
  62. clock = new Clock();
  63. //
  64. var hemiLight = new HemisphereLight( 0xffffff, 0x444444 );
  65. hemiLight.position.set( 0, 1000, 0 );
  66. scene.add( hemiLight );
  67. var dirLight = new DirectionalLight( 0xffffff, 0.8 );
  68. dirLight.position.set( - 3000, 1000, - 1000 );
  69. scene.add( dirLight );
  70. //
  71. group = new Group();
  72. var geometry = new TetrahedronBufferGeometry( 10 );
  73. var material = new MeshStandardMaterial( { color: 0xee0808, flatShading: true } );
  74. for ( var i = 0; i < 100; i ++ ) {
  75. var mesh = new Mesh( geometry, material );
  76. mesh.position.x = Math.random() * 500 - 250;
  77. mesh.position.y = Math.random() * 500 - 250;
  78. mesh.position.z = Math.random() * 500 - 250;
  79. mesh.scale.setScalar( Math.random() * 2 + 1 );
  80. mesh.rotation.x = Math.random() * Math.PI;
  81. mesh.rotation.y = Math.random() * Math.PI;
  82. mesh.rotation.z = Math.random() * Math.PI;
  83. group.add( mesh );
  84. }
  85. scene.add( group );
  86. //
  87. renderer = new WebGLRenderer();
  88. renderer.autoClear = false;
  89. renderer.setPixelRatio( window.devicePixelRatio );
  90. renderer.setSize( container.offsetWidth, container.offsetHeight );
  91. container.appendChild( renderer.domElement );
  92. //
  93. var renderPass = new RenderPass( scene, camera );
  94. //
  95. fxaaPass = new ShaderPass( FXAAShader );
  96. var pixelRatio = renderer.getPixelRatio();
  97. fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( container.offsetWidth * pixelRatio );
  98. fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( container.offsetHeight * pixelRatio );
  99. composer1 = new EffectComposer( renderer );
  100. composer1.addPass( renderPass );
  101. composer1.addPass( fxaaPass );
  102. //
  103. var copyPass = new ShaderPass( CopyShader );
  104. composer2 = new EffectComposer( renderer );
  105. composer2.addPass( renderPass );
  106. composer2.addPass( copyPass );
  107. //
  108. window.addEventListener( 'resize', onWindowResize, false );
  109. }
  110. function onWindowResize() {
  111. camera.aspect = ( container.offsetWidth * 0.5 ) / container.offsetHeight;
  112. camera.updateProjectionMatrix();
  113. renderer.setSize( container.offsetWidth, container.offsetHeight );
  114. composer1.setSize( container.offsetWidth, container.offsetHeight );
  115. composer2.setSize( container.offsetWidth, container.offsetHeight );
  116. var pixelRatio = renderer.getPixelRatio();
  117. fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( container.offsetWidth * pixelRatio );
  118. fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( container.offsetHeight * pixelRatio );
  119. }
  120. function animate() {
  121. requestAnimationFrame( animate );
  122. var halfWidth = container.offsetWidth / 2;
  123. group.rotation.y += clock.getDelta() * 0.1;
  124. renderer.setViewport( 0, 0, halfWidth, container.offsetHeight );
  125. composer1.render();
  126. renderer.setViewport( halfWidth, 0, halfWidth, container.offsetHeight );
  127. composer2.render();
  128. }
  129. </script>
  130. </body>
  131. </html>