threejs-postprocessing-3dlut-w-loader.html 14 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>Three.js - postprocessing - 3DLUT w/loader</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. html, body {
  9. margin: 0;
  10. height: 100%;
  11. }
  12. #c {
  13. width: 100%;
  14. height: 100%;
  15. display: block;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <canvas id="c"></canvas>
  21. </body>
  22. <script src="resources/lut-reader.js"></script>
  23. <script src="resources/drag-and-drop.js"></script>
  24. <script type="module">
  25. import * as THREE from './resources/threejs/r108/build/three.module.js';
  26. import {OrbitControls} from './resources/threejs/r108/examples/jsm/controls/OrbitControls.js';
  27. import {GLTFLoader} from './resources/threejs/r108/examples/jsm/loaders/GLTFLoader.js';
  28. import {CopyShader} from './resources/threejs/r108/examples/jsm/shaders/CopyShader.js';
  29. import {EffectComposer} from './resources/threejs/r108/examples/jsm/postprocessing/EffectComposer.js';
  30. import {RenderPass} from './resources/threejs/r108/examples/jsm/postprocessing/RenderPass.js';
  31. import {ShaderPass} from './resources/threejs/r108/examples/jsm/postprocessing/ShaderPass.js';
  32. import { GUI } from '../3rdparty/dat.gui.module.js';
  33. /* global dragAndDrop, lutParser */
  34. function main() {
  35. const canvas = document.querySelector('#c');
  36. const renderer = new THREE.WebGLRenderer({canvas});
  37. const fov = 45;
  38. const aspect = 2; // the canvas default
  39. const near = 0.1;
  40. const far = 100;
  41. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  42. camera.position.set(0, 10, 20);
  43. const controls = new OrbitControls(camera, canvas);
  44. controls.target.set(0, 5, 0);
  45. controls.update();
  46. const lutTextures = [
  47. { name: 'identity', size: 2, filter: true , },
  48. { name: 'identity no filter', size: 2, filter: false, },
  49. { name: 'custom', url: 'resources/images/lut/3dlut-red-only-s16.png' },
  50. { name: 'monochrome', url: 'resources/images/lut/monochrome-s8.png' },
  51. { name: 'sepia', url: 'resources/images/lut/sepia-s8.png' },
  52. { name: 'saturated', url: 'resources/images/lut/saturated-s8.png', },
  53. { name: 'posterize', url: 'resources/images/lut/posterize-s8n.png', },
  54. { name: 'posterize-3-rgb', url: 'resources/images/lut/posterize-3-rgb-s8n.png', },
  55. { name: 'posterize-3-lab', url: 'resources/images/lut/posterize-3-lab-s8n.png', },
  56. { name: 'posterize-4-lab', url: 'resources/images/lut/posterize-4-lab-s8n.png', },
  57. { name: 'posterize-more', url: 'resources/images/lut/posterize-more-s8n.png', },
  58. { name: 'inverse', url: 'resources/images/lut/inverse-s8.png', },
  59. { name: 'color negative', url: 'resources/images/lut/color-negative-s8.png', },
  60. { name: 'high contrast', url: 'resources/images/lut/high-contrast-bw-s8.png', },
  61. { name: 'funky contrast', url: 'resources/images/lut/funky-contrast-s8.png', },
  62. { name: 'nightvision', url: 'resources/images/lut/nightvision-s8.png', },
  63. { name: 'thermal', url: 'resources/images/lut/thermal-s8.png', },
  64. { name: 'b/w', url: 'resources/images/lut/black-white-s8n.png', },
  65. { name: 'hue +60', url: 'resources/images/lut/hue-plus-60-s8.png', },
  66. { name: 'hue +180', url: 'resources/images/lut/hue-plus-180-s8.png', },
  67. { name: 'hue -60', url: 'resources/images/lut/hue-minus-60-s8.png', },
  68. { name: 'red to cyan', url: 'resources/images/lut/red-to-cyan-s8.png' },
  69. { name: 'blues', url: 'resources/images/lut/blues-s8.png' },
  70. { name: 'infrared', url: 'resources/images/lut/infrared-s8.png' },
  71. { name: 'radioactive', url: 'resources/images/lut/radioactive-s8.png' },
  72. { name: 'goolgey', url: 'resources/images/lut/googley-s8.png' },
  73. { name: 'bgy', url: 'resources/images/lut/bgy-s8.png' },
  74. ];
  75. const makeIdentityLutTexture = function() {
  76. const identityLUT = new Uint8Array([
  77. 0, 0, 0, 255, // black
  78. 255, 0, 0, 255, // red
  79. 0, 0, 255, 255, // blue
  80. 255, 0, 255, 255, // magenta
  81. 0, 255, 0, 255, // green
  82. 255, 255, 0, 255, // yellow
  83. 0, 255, 255, 255, // cyan
  84. 255, 255, 255, 255, // white
  85. ]);
  86. return function(filter) {
  87. const texture = new THREE.DataTexture(identityLUT, 4, 2, THREE.RGBAFormat);
  88. texture.minFilter = filter;
  89. texture.magFilter = filter;
  90. texture.needsUpdate = true;
  91. texture.flipY = false;
  92. return texture;
  93. };
  94. }();
  95. const makeLUTTexture = function() {
  96. const imgLoader = new THREE.ImageLoader();
  97. const ctx = document.createElement('canvas').getContext('2d');
  98. return function(info) {
  99. const texture = makeIdentityLutTexture(
  100. info.filter ? THREE.LinearFilter : THREE.NearestFilter);
  101. if (info.url) {
  102. const lutSize = info.size;
  103. // set the size to 2 (the identity size). We'll restore it when the
  104. // image has loaded. This way the code using the lut doesn't have to
  105. // care if the image has loaded or not
  106. info.size = 2;
  107. imgLoader.load(info.url, function(image) {
  108. const width = lutSize * lutSize;
  109. const height = lutSize;
  110. info.size = lutSize;
  111. ctx.canvas.width = width;
  112. ctx.canvas.height = height;
  113. ctx.drawImage(image, 0, 0);
  114. const imageData = ctx.getImageData(0, 0, width, height);
  115. texture.image.data = new Uint8Array(imageData.data.buffer);
  116. texture.image.width = width;
  117. texture.image.height = height;
  118. texture.needsUpdate = true;
  119. });
  120. }
  121. return texture;
  122. };
  123. }();
  124. lutTextures.forEach((info) => {
  125. // if not size set get it from the filename
  126. if (!info.size) {
  127. // assumes filename ends in '-s<num>[n]'
  128. // where <num> is the size of the 3DLUT cube
  129. // and [n] means 'no filtering' or 'nearest'
  130. //
  131. // examples:
  132. // 'foo-s16.png' = size:16, filter: true
  133. // 'bar-s8n.png' = size:8, filter: false
  134. const m = /-s(\d+)(n*)\.[^.]+$/.exec(info.url);
  135. if (m) {
  136. info.size = parseInt(m[1]);
  137. info.filter = info.filter === undefined ? m[2] !== 'n' : info.filter;
  138. }
  139. }
  140. info.texture = makeLUTTexture(info);
  141. });
  142. let lutNameIndexMap = {};
  143. function makeLutNameIndexMap() {
  144. lutNameIndexMap = {};
  145. lutTextures.forEach((info, ndx) => {
  146. lutNameIndexMap[info.name] = ndx;
  147. });
  148. }
  149. makeLutNameIndexMap(); // called so we can set lutSettings below
  150. const lutSettings = {
  151. dummy: () => {},
  152. lut: lutNameIndexMap.thermal,
  153. };
  154. const gui = new GUI({ width: 300 });
  155. gui.addFolder('Choose LUT or Drag&Drop LUT File(s)');
  156. let lutGUI;
  157. function updateGUI() {
  158. makeLutNameIndexMap();
  159. if (lutGUI) {
  160. gui.remove(lutGUI);
  161. }
  162. lutGUI = gui.add(lutSettings, 'lut', lutNameIndexMap);
  163. }
  164. updateGUI();
  165. const scene = new THREE.Scene();
  166. const sceneBG = new THREE.Scene();
  167. const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
  168. let bgMesh;
  169. let bgTexture;
  170. {
  171. const loader = new THREE.TextureLoader();
  172. bgTexture = loader.load('resources/images/beach.jpg');
  173. const planeGeo = new THREE.PlaneBufferGeometry(2, 2);
  174. const planeMat = new THREE.MeshBasicMaterial({
  175. map: bgTexture,
  176. depthTest: false,
  177. });
  178. bgMesh = new THREE.Mesh(planeGeo, planeMat);
  179. sceneBG.add(bgMesh);
  180. }
  181. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  182. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  183. const halfFovY = THREE.Math.degToRad(camera.fov * .5);
  184. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  185. // compute a unit vector that points in the direction the camera is now
  186. // in the xz plane from the center of the box
  187. const direction = (new THREE.Vector3())
  188. .subVectors(camera.position, boxCenter)
  189. .multiply(new THREE.Vector3(1, 0, 1))
  190. .normalize();
  191. // move the camera to a position distance units way from the center
  192. // in whatever direction the camera was from the center already
  193. camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
  194. // pick some near and far values for the frustum that
  195. // will contain the box.
  196. camera.near = boxSize / 100;
  197. camera.far = boxSize * 100;
  198. camera.updateProjectionMatrix();
  199. // point the camera to look at the center of the box
  200. camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  201. }
  202. {
  203. const gltfLoader = new GLTFLoader();
  204. gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
  205. const root = gltf.scene;
  206. scene.add(root);
  207. root.updateMatrixWorld();
  208. // compute the box that contains all the stuff
  209. // from root and below
  210. const box = new THREE.Box3().setFromObject(root);
  211. const boxSize = box.getSize(new THREE.Vector3()).length();
  212. const boxCenter = box.getCenter(new THREE.Vector3());
  213. frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
  214. // update the Trackball controls to handle the new size
  215. controls.maxDistance = boxSize * 10;
  216. controls.target.copy(boxCenter);
  217. controls.update();
  218. });
  219. }
  220. const lutShader = {
  221. uniforms: {
  222. tDiffuse: { value: null },
  223. lutMap: { value: null },
  224. lutMapSize: { value: 1, },
  225. },
  226. vertexShader: `
  227. varying vec2 vUv;
  228. void main() {
  229. vUv = uv;
  230. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  231. }
  232. `,
  233. fragmentShader: `
  234. #include <common>
  235. #define FILTER_LUT true
  236. uniform sampler2D tDiffuse;
  237. uniform sampler2D lutMap;
  238. uniform float lutMapSize;
  239. varying vec2 vUv;
  240. vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
  241. float sliceSize = 1.0 / size; // space of 1 slice
  242. float slicePixelSize = sliceSize / size; // space of 1 pixel
  243. float width = size - 1.0;
  244. float sliceInnerSize = slicePixelSize * width; // space of size pixels
  245. float zSlice0 = floor( texCoord.z * width);
  246. float zSlice1 = min( zSlice0 + 1.0, width);
  247. float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
  248. float yRange = (texCoord.y * width + 0.5) / size;
  249. float s0 = xOffset + (zSlice0 * sliceSize);
  250. #ifdef FILTER_LUT
  251. float s1 = xOffset + (zSlice1 * sliceSize);
  252. vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
  253. vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
  254. float zOffset = mod(texCoord.z * width, 1.0);
  255. return mix(slice0Color, slice1Color, zOffset);
  256. #else
  257. return texture2D(tex, vec2( s0, yRange));
  258. #endif
  259. }
  260. void main() {
  261. vec4 originalColor = texture2D(tDiffuse, vUv);
  262. gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
  263. }
  264. `,
  265. };
  266. const lutNearestShader = {
  267. uniforms: Object.assign( {}, lutShader.uniforms ),
  268. vertexShader: lutShader.vertexShader,
  269. fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
  270. };
  271. const effectLUT = new ShaderPass(lutShader);
  272. effectLUT.renderToScreen = true;
  273. const effectLUTNearest = new ShaderPass(lutNearestShader);
  274. effectLUTNearest.renderToScreen = true;
  275. const renderModel = new RenderPass(scene, camera);
  276. renderModel.clear = false; // so we don't clear out the background
  277. const renderBG = new RenderPass(sceneBG, cameraBG);
  278. const rtParameters = {
  279. minFilter: THREE.LinearFilter,
  280. magFilter: THREE.LinearFilter,
  281. format: THREE.RGBFormat,
  282. };
  283. const composer = new EffectComposer(renderer, new THREE.WebGLRenderTarget(1, 1, rtParameters));
  284. composer.addPass(renderBG);
  285. composer.addPass(renderModel);
  286. composer.addPass(effectLUT);
  287. composer.addPass(effectLUTNearest);
  288. function resizeRendererToDisplaySize(renderer) {
  289. const canvas = renderer.domElement;
  290. const width = canvas.clientWidth * window.devicePixelRatio | 0;
  291. const height = canvas.clientHeight * window.devicePixelRatio | 0;
  292. const needResize = canvas.width !== width || canvas.height !== height;
  293. if (needResize) {
  294. renderer.setSize(width, height, false);
  295. }
  296. return needResize;
  297. }
  298. let then = 0;
  299. function render(now) {
  300. now *= 0.001; // convert to seconds
  301. const delta = now - then;
  302. then = now;
  303. if (resizeRendererToDisplaySize(renderer)) {
  304. const canvas = renderer.domElement;
  305. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  306. camera.aspect = canvasAspect;
  307. camera.updateProjectionMatrix();
  308. composer.setSize(canvas.width, canvas.height);
  309. // scale the background plane to keep the image's
  310. // aspect correct.
  311. // Note the image may not have loaded yet.
  312. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  313. const aspect = imageAspect / canvasAspect;
  314. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  315. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  316. }
  317. const lutInfo = lutTextures[ lutSettings.lut ];
  318. const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
  319. effectLUT.enabled = lutInfo.filter;
  320. effectLUTNearest.enabled = !lutInfo.filter;
  321. const lutTexture = lutInfo.texture;
  322. effect.uniforms.lutMap.value = lutTexture;
  323. effect.uniforms.lutMapSize.value = lutInfo.size;
  324. composer.render(delta);
  325. requestAnimationFrame(render);
  326. }
  327. requestAnimationFrame(render);
  328. dragAndDrop.setup({msg: 'Drop LUT File here'});
  329. dragAndDrop.onDropFile(readLUTFile);
  330. function readLUTFile(file) {
  331. const reader = new FileReader();
  332. reader.onload = (e) => {
  333. const lut = lutParser.lutTo2D3Drgb8(lutParser.parse(e.target.result));
  334. const {size, data, name} = lut;
  335. const texture = new THREE.DataTexture(data, size * size, size, THREE.RGBFormat);
  336. texture.minFilter = THREE.LinearFilter;
  337. texture.needsUpdate = true;
  338. texture.flipY = false;
  339. const lutTexture = {
  340. name: (name && name.toLowerCase().trim() !== 'untitled')
  341. ? name
  342. : file.name,
  343. size: size,
  344. filter: true,
  345. texture,
  346. };
  347. lutTextures.push(lutTexture);
  348. lutSettings.lut = lutTextures.length - 1;
  349. updateGUI();
  350. };
  351. reader.readAsText(file);
  352. }
  353. }
  354. main();
  355. </script>
  356. </html>