webgl_postprocessing.html 12 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. <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://threejs.org" 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.min.js"></script>
  38. <script src="js/shaders/BleachBypassShader.js"></script>
  39. <script src="js/shaders/ColorifyShader.js"></script>
  40. <script src="js/shaders/ConvolutionShader.js"></script>
  41. <script src="js/shaders/CopyShader.js"></script>
  42. <script src="js/shaders/DotScreenShader.js"></script>
  43. <script src="js/shaders/FilmShader.js"></script>
  44. <script src="js/shaders/HorizontalBlurShader.js"></script>
  45. <script src="js/shaders/SepiaShader.js"></script>
  46. <script src="js/shaders/VerticalBlurShader.js"></script>
  47. <script src="js/shaders/VignetteShader.js"></script>
  48. <script src="js/postprocessing/EffectComposer.js"></script>
  49. <script src="js/postprocessing/RenderPass.js"></script>
  50. <script src="js/postprocessing/BloomPass.js"></script>
  51. <script src="js/postprocessing/FilmPass.js"></script>
  52. <script src="js/postprocessing/DotScreenPass.js"></script>
  53. <script src="js/postprocessing/TexturePass.js"></script>
  54. <script src="js/postprocessing/ShaderPass.js"></script>
  55. <script src="js/postprocessing/MaskPass.js"></script>
  56. <script src="js/Detector.js"></script>
  57. <script src="js/libs/stats.min.js"></script>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var container, stats;
  61. var composerScene, composer1, composer2, composer3, composer4;
  62. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  63. var width = window.innerWidth || 2;
  64. var height = window.innerHeight || 2;
  65. var halfWidth = width / 2;
  66. var halfHeight = height / 2;
  67. var materialColor, material2D, quadBG, quadMask, renderScene;
  68. var rtParameters;
  69. var delta = 0.01;
  70. init();
  71. animate();
  72. function init() {
  73. container = document.getElementById( 'container' );
  74. //
  75. cameraOrtho = new THREE.OrthographicCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
  76. cameraOrtho.position.z = 100;
  77. cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
  78. cameraPerspective.position.z = 900;
  79. //
  80. sceneModel = new THREE.Scene();
  81. sceneBG = new THREE.Scene();
  82. //
  83. directionalLight = new THREE.DirectionalLight( 0xffffff );
  84. directionalLight.position.set( 0, -0.1, 1 ).normalize();
  85. sceneModel.add( directionalLight );
  86. loader = new THREE.JSONLoader( true );
  87. document.body.appendChild( loader.statusDomElement );
  88. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createMesh( geometry, sceneModel, 100 ) } );
  89. //
  90. var materialColor = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( "textures/cube/SwedishRoyalCastle/pz.jpg" ), depthTest: false } );
  91. quadBG = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), materialColor );
  92. quadBG.position.z = -500;
  93. quadBG.scale.set( width, height, 1 );
  94. sceneBG.add( quadBG );
  95. //
  96. var sceneMask = new THREE.Scene();
  97. quadMask = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  98. quadMask.position.z = -300;
  99. quadMask.scale.set( width / 2, height / 2, 1 );
  100. sceneMask.add( quadMask );
  101. //
  102. renderer = new THREE.WebGLRenderer( { antialias: false } );
  103. renderer.setSize( width, height );
  104. renderer.setClearColorHex( 0x000000, 1 );
  105. renderer.autoClear = false;
  106. //
  107. renderer.gammaInput = true;
  108. renderer.gammaOutput = true;
  109. //
  110. container.appendChild( renderer.domElement );
  111. //
  112. stats = new Stats();
  113. stats.domElement.style.position = 'absolute';
  114. stats.domElement.style.top = '0px';
  115. //container.appendChild( stats.domElement );
  116. //
  117. var shaderBleach = THREE.BleachBypassShader;
  118. var shaderSepia = THREE.SepiaShader;
  119. var shaderVignette = THREE.VignetteShader;
  120. var shaderCopy = THREE.CopyShader;
  121. var effectBleach = new THREE.ShaderPass( shaderBleach );
  122. var effectSepia = new THREE.ShaderPass( shaderSepia );
  123. var effectVignette = new THREE.ShaderPass( shaderVignette );
  124. var effectCopy = new THREE.ShaderPass( shaderCopy );
  125. effectBleach.uniforms[ "opacity" ].value = 0.95;
  126. effectSepia.uniforms[ "amount" ].value = 0.9;
  127. effectVignette.uniforms[ "offset" ].value = 0.95;
  128. effectVignette.uniforms[ "darkness" ].value = 1.6;
  129. var effectBloom = new THREE.BloomPass( 0.5 );
  130. var effectFilm = new THREE.FilmPass( 0.35, 0.025, 648, false );
  131. var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
  132. var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
  133. var effectHBlur = new THREE.ShaderPass( THREE.HorizontalBlurShader );
  134. var effectVBlur = new THREE.ShaderPass( THREE.VerticalBlurShader );
  135. effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
  136. effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
  137. var effectColorify1 = new THREE.ShaderPass( THREE.ColorifyShader );
  138. var effectColorify2 = new THREE.ShaderPass( THREE.ColorifyShader );
  139. effectColorify1.uniforms[ 'color' ].value.setRGB( 1, 0.8, 0.8 );
  140. effectColorify2.uniforms[ 'color' ].value.setRGB( 1, 0.75, 0.5 );
  141. var clearMask = new THREE.ClearMaskPass();
  142. var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
  143. var renderMaskInverse = new THREE.MaskPass( sceneModel, cameraPerspective );
  144. renderMaskInverse.inverse = true;
  145. //effectFilm.renderToScreen = true;
  146. //effectFilmBW.renderToScreen = true;
  147. //effectDotScreen.renderToScreen = true;
  148. //effectBleach.renderToScreen = true;
  149. effectVignette.renderToScreen = true;
  150. //effectCopy.renderToScreen = true;
  151. //
  152. rtParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: true };
  153. var rtWidth = width / 2;
  154. var rtHeight = height / 2;
  155. //
  156. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  157. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  158. renderModel.clear = false;
  159. composerScene = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
  160. composerScene.addPass( renderBackground );
  161. composerScene.addPass( renderModel );
  162. composerScene.addPass( renderMaskInverse );
  163. composerScene.addPass( effectHBlur );
  164. composerScene.addPass( effectVBlur );
  165. composerScene.addPass( clearMask );
  166. //
  167. renderScene = new THREE.TexturePass( composerScene.renderTarget2 );
  168. //
  169. composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  170. composer1.addPass( renderScene );
  171. //composer1.addPass( renderMask );
  172. composer1.addPass( effectFilmBW );
  173. //composer1.addPass( clearMask );
  174. composer1.addPass( effectVignette );
  175. //
  176. composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  177. composer2.addPass( renderScene );
  178. composer2.addPass( effectDotScreen );
  179. composer2.addPass( renderMask );
  180. composer2.addPass( effectColorify1 );
  181. composer2.addPass( clearMask );
  182. composer2.addPass( renderMaskInverse );
  183. composer2.addPass( effectColorify2 );
  184. composer2.addPass( clearMask );
  185. composer2.addPass( effectVignette );
  186. //
  187. composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  188. composer3.addPass( renderScene );
  189. //composer3.addPass( renderMask );
  190. composer3.addPass( effectSepia );
  191. composer3.addPass( effectFilm );
  192. //composer3.addPass( clearMask );
  193. composer3.addPass( effectVignette );
  194. //
  195. composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  196. composer4.addPass( renderScene );
  197. //composer4.addPass( renderMask );
  198. composer4.addPass( effectBloom );
  199. composer4.addPass( effectFilm );
  200. composer4.addPass( effectBleach );
  201. //composer4.addPass( clearMask );
  202. composer4.addPass( effectVignette );
  203. //
  204. //onWindowResize();
  205. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2;
  206. window.addEventListener( 'resize', onWindowResize, false );
  207. }
  208. function onWindowResize( event ) {
  209. halfWidth = window.innerWidth / 2;
  210. halfHeight = window.innerHeight / 2;
  211. renderer.setSize( window.innerWidth, window.innerHeight );
  212. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  213. cameraPerspective.updateProjectionMatrix();
  214. cameraOrtho.left = -halfWidth;
  215. cameraOrtho.right = halfWidth;
  216. cameraOrtho.top = halfHeight;
  217. cameraOrtho.bottom = -halfHeight;
  218. cameraOrtho.updateProjectionMatrix();
  219. composerScene.reset( new THREE.WebGLRenderTarget( halfWidth * 2, halfHeight * 2, rtParameters ) );
  220. composer1.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  221. composer2.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  222. composer3.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  223. composer4.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  224. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2;
  225. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  226. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  227. }
  228. function getText( id ) {
  229. return document.getElementById( id ).textContent;
  230. }
  231. function createMesh( geometry, scene, scale ) {
  232. geometry.computeTangents();
  233. var ambient = 0x444444, diffuse = 0x999999, specular = 0x080808, shininess = 20;
  234. var shader = THREE.ShaderUtils.lib[ "normal" ];
  235. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  236. uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  237. uniforms[ "uNormalScale" ].value.set( 0.75, 0.75 );
  238. uniforms[ "tDiffuse" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  239. uniforms[ "enableAO" ].value = false;
  240. uniforms[ "enableDiffuse" ].value = true;
  241. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  242. uniforms[ "uSpecularColor" ].value.setHex( specular );
  243. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  244. uniforms[ "uShininess" ].value = shininess;
  245. uniforms[ "uDiffuseColor" ].value.convertGammaToLinear();
  246. uniforms[ "uSpecularColor" ].value.convertGammaToLinear();
  247. uniforms[ "uAmbientColor" ].value.convertGammaToLinear();
  248. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  249. var mat2 = new THREE.ShaderMaterial( parameters );
  250. mesh = new THREE.Mesh( geometry, mat2 );
  251. mesh.position.set( 0, -50, 0 );
  252. mesh.scale.set( scale, scale, scale );
  253. scene.add( mesh );
  254. loader.statusDomElement.style.display = "none";
  255. }
  256. //
  257. function animate() {
  258. requestAnimationFrame( animate );
  259. render();
  260. stats.update();
  261. }
  262. function render() {
  263. var time = Date.now() * 0.0004;
  264. if ( mesh ) mesh.rotation.y = -time;
  265. renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );
  266. renderer.clear();
  267. composerScene.render( delta );
  268. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  269. composer1.render( delta );
  270. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  271. composer2.render( delta );
  272. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  273. composer3.render( delta );
  274. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  275. composer4.render( delta );
  276. }
  277. </script>
  278. </body>
  279. </html>