webgl_postprocessing.html 9.2 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. color: #000;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. font-weight: bold;
  13. background-color: #fff;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color:#000;
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a { color: red; }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <div id="info">
  29. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
  30. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  31. </div>
  32. <script type="text/javascript" src="../build/ThreeExtras.js"></script>
  33. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  34. <script type="text/javascript" src="js/Stats.js"></script>
  35. <!-- Time modulated procedural color fragment shader -->
  36. <script id="fs-colors" type="x-shader/x-fragment">
  37. varying vec2 vUv;
  38. uniform float time;
  39. void main(void) {
  40. gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  41. }
  42. </script>
  43. <!-- Generic vertex shader -->
  44. <script id="vs-generic" type="x-shader/x-vertex">
  45. varying vec2 vUv;
  46. void main() {
  47. vUv = vec2( uv.x, 1.0 - uv.y );
  48. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  49. }
  50. </script>
  51. <script type="text/javascript">
  52. if ( ! THREE.Detector.webgl ) THREE.Detector.addGetWebGLMessage();
  53. var container, stats;
  54. var cameraOrtho, cameraPerspective, sceneModel, sceneScreen, sceneBG, renderer, mesh, directionalLight;
  55. var windowHalfX = window.innerWidth / 2;
  56. var windowHalfY = window.innerHeight / 2;
  57. var rtTexture, materialColor, materialScreen, materialFilm, materialConvolution, blurx, blury, quadBG, quadScreen;
  58. var delta = 0.01;
  59. init();
  60. animate();
  61. function init() {
  62. container = document.getElementById( 'container' );
  63. cameraOrtho = new THREE.Camera();
  64. cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  65. cameraOrtho.position.z = 100;
  66. cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  67. cameraPerspective.position.z = 900;
  68. sceneModel = new THREE.Scene();
  69. sceneScreen = new THREE.Scene();
  70. sceneBG = new THREE.Scene();
  71. directionalLight = new THREE.DirectionalLight( 0xffffff );
  72. directionalLight.position.x = 0;
  73. directionalLight.position.y = 0;
  74. directionalLight.position.z = 1;
  75. directionalLight.position.normalize();
  76. sceneModel.addLight( directionalLight );
  77. rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
  78. rtTexture2 = new THREE.RenderTarget( 256, 512, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
  79. rtTexture3 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.LinearFilter } );
  80. materialColor = new THREE.MeshShaderMaterial( {
  81. uniforms: { time: { type: "f", value: 0.0 } },
  82. vertex_shader: getText( 'vs-generic' ),
  83. fragment_shader: getText( 'fs-colors' ),
  84. depth_test: false
  85. } );
  86. var screen_shader = ShaderUtils.lib["screen"];
  87. var screen_uniforms = Uniforms.clone( screen_shader.uniforms );
  88. screen_uniforms["tDiffuse"].texture = rtTexture1;
  89. screen_uniforms["opacity"].value = 0.4;
  90. materialScreen = new THREE.MeshShaderMaterial( {
  91. uniforms: screen_uniforms,
  92. vertex_shader: screen_shader.vertex_shader,
  93. fragment_shader: screen_shader.fragment_shader,
  94. blending: THREE.AdditiveBlending
  95. } );
  96. var film_shader = ShaderUtils.lib["film"];
  97. var film_uniforms = Uniforms.clone( film_shader.uniforms );
  98. film_uniforms["tDiffuse"].texture = rtTexture1;
  99. materialFilm = new THREE.MeshShaderMaterial( {
  100. uniforms: film_uniforms,
  101. vertex_shader: film_shader.vertex_shader,
  102. fragment_shader: film_shader.fragment_shader
  103. } );
  104. var increment = 0.001953125;
  105. blurx = new THREE.Vector2( increment, 0.0 ),
  106. blury = new THREE.Vector2( 0.0, increment );
  107. var convolution_shader = ShaderUtils.lib["convolution"];
  108. var convolution_uniforms = Uniforms.clone( convolution_shader.uniforms );
  109. convolution_uniforms["tDiffuse"].texture = rtTexture1;
  110. convolution_uniforms["uImageIncrement"].value = blurx;
  111. convolution_uniforms["cKernel"].value = ShaderUtils.buildKernel( 4.0 );
  112. materialConvolution = new THREE.MeshShaderMaterial( {
  113. uniforms: convolution_uniforms,
  114. vertex_shader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertex_shader,
  115. fragment_shader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragment_shader
  116. } );
  117. var plane = new Plane( window.innerWidth, window.innerHeight );
  118. quadBG = new THREE.Mesh( plane, materialColor );
  119. quadBG.position.z = -500;
  120. sceneBG.addObject( quadBG );
  121. loader = new THREE.Loader( true );
  122. document.body.appendChild( loader.statusDomElement );
  123. loader.loadAscii( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
  124. quadScreen = new THREE.Mesh( plane, materialConvolution );
  125. quadScreen.position.z = -100;
  126. sceneScreen.addObject( quadScreen );
  127. renderer = new THREE.WebGLRenderer();
  128. renderer.setSize( window.innerWidth, window.innerHeight );
  129. renderer.autoClear = false;
  130. container.appendChild( renderer.domElement );
  131. stats = new Stats();
  132. stats.domElement.style.position = 'absolute';
  133. stats.domElement.style.top = '0px';
  134. //container.appendChild( stats.domElement );
  135. }
  136. function getText( id ) {
  137. return document.getElementById( id ).textContent;
  138. }
  139. function createMesh( geometry, scene, scale ) {
  140. geometry.computeTangents();
  141. var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
  142. var shader = ShaderUtils.lib[ "normal" ];
  143. var uniforms = Uniforms.clone( shader.uniforms );
  144. uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  145. uniforms[ "uNormalScale" ].value = - 0.75;
  146. uniforms[ "tDiffuse" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  147. uniforms[ "enableAO" ].value = false;
  148. uniforms[ "enableDiffuse" ].value = true;
  149. uniforms[ "uPointLightPos" ].value = new THREE.Vector3(0,0,0);
  150. uniforms[ "uPointLightColor" ].value = new THREE.Color(1,0,0);
  151. uniforms[ "uDirLightPos" ].value = directionalLight.position;
  152. uniforms[ "uDirLightColor" ].value = directionalLight.color;
  153. uniforms[ "uAmbientLightColor" ].value = new THREE.Color(0,0,0);
  154. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  155. uniforms[ "uSpecularColor" ].value.setHex( specular );
  156. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  157. uniforms[ "uShininess" ].value = shininess;
  158. var parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
  159. var mat2 = new THREE.MeshShaderMaterial( parameters );
  160. mesh = new THREE.Mesh( geometry, mat2 );
  161. mesh.position.x = 0;
  162. mesh.position.y = -50;
  163. mesh.position.z = 0;
  164. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  165. mesh.updateMatrix();
  166. scene.addObject( mesh );
  167. loader.statusDomElement.style.display = "none";
  168. }
  169. //
  170. function animate() {
  171. requestAnimationFrame( animate );
  172. render();
  173. stats.update();
  174. }
  175. function render() {
  176. var time = new Date().getTime() * 0.0004;
  177. if ( mesh ) mesh.rotation.y = -time;
  178. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  179. delta *= -1;
  180. }
  181. materialColor.uniforms.time.value += delta/2;
  182. materialFilm.uniforms.time.value += delta;
  183. renderer.clear();
  184. // Render scene into texture
  185. // background
  186. renderer.render( sceneBG, cameraOrtho, rtTexture1 );
  187. // model
  188. renderer.render( sceneModel, cameraPerspective, rtTexture1 );
  189. // Render quad with blured scene into texture (convolution pass 1)
  190. quadScreen.materials = [ materialConvolution ];
  191. materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
  192. materialConvolution.uniforms.uImageIncrement.value = blurx;
  193. renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
  194. // Render quad with blured scene into texture (convolution pass 2)
  195. materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
  196. materialConvolution.uniforms.uImageIncrement.value = blury;
  197. renderer.render( sceneScreen, cameraOrtho, rtTexture3 );
  198. // Render original scene with superimposed blur into texture
  199. quadScreen.materials = [ materialScreen ];
  200. materialScreen.uniforms.tDiffuse.texture = rtTexture3;
  201. materialScreen.uniforms.opacity.value = 1.0;
  202. renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
  203. // Render final scene to the screen with film shader
  204. materialFilm.uniforms.tDiffuse.texture = rtTexture1;
  205. quadScreen.materials = [ materialFilm ];
  206. renderer.render( sceneScreen, cameraOrtho );
  207. }
  208. </script>
  209. </body>
  210. </html>