webgl_postprocessing_nodes.html 13 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>
  7. body {
  8. margin: 0px;
  9. background-color: #000;
  10. overflow: hidden;
  11. font-family:Monospace;
  12. font-size:13px;
  13. margin: 0px;
  14. text-align:center;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color: #fff;
  19. position: absolute;
  20. top: 10px;
  21. width: 100%;
  22. text-align: center;
  23. display:block;
  24. }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="info">
  29. <a href="http://threejs.org" target="_blank">three.js</a> - Node-Based Post-Processing
  30. </div>
  31. <script src="../build/three.min.js"></script>
  32. <script src="js/libs/dat.gui.min.js"></script>
  33. <script src="js/shaders/CopyShader.js"></script>
  34. <script src="js/postprocessing/EffectComposer.js"></script>
  35. <script src="js/postprocessing/RenderPass.js"></script>
  36. <script src="js/postprocessing/MaskPass.js"></script>
  37. <script src="js/postprocessing/ShaderPass.js"></script>
  38. <!-- NodeLibrary -->
  39. <script src="js/nodes/GLNode.js"></script>
  40. <script src="js/nodes/RawNode.js"></script>
  41. <script src="js/nodes/TempNode.js"></script>
  42. <script src="js/nodes/InputNode.js"></script>
  43. <script src="js/nodes/ConstNode.js"></script>
  44. <script src="js/nodes/FunctionNode.js"></script>
  45. <script src="js/nodes/FunctionCallNode.js"></script>
  46. <script src="js/nodes/BuilderNode.js"></script>
  47. <script src="js/nodes/NodeLib.js"></script>
  48. <script src="js/nodes/NodeMaterial.js"></script>
  49. <!-- Accessors -->
  50. <script src="js/nodes/accessors/PositionNode.js"></script>
  51. <script src="js/nodes/accessors/NormalNode.js"></script>
  52. <script src="js/nodes/accessors/UVNode.js"></script>
  53. <script src="js/nodes/accessors/ColorsNode.js"></script>
  54. <!-- Inputs -->
  55. <script src="js/nodes/inputs/IntNode.js"></script>
  56. <script src="js/nodes/inputs/FloatNode.js"></script>
  57. <script src="js/nodes/inputs/ColorNode.js"></script>
  58. <script src="js/nodes/inputs/Vector2Node.js"></script>
  59. <script src="js/nodes/inputs/Vector3Node.js"></script>
  60. <script src="js/nodes/inputs/Vector4Node.js"></script>
  61. <script src="js/nodes/inputs/TextureNode.js"></script>
  62. <script src="js/nodes/inputs/CubeTextureNode.js"></script>
  63. <script src="js/nodes/inputs/ScreenNode.js"></script>
  64. <!-- Math -->
  65. <script src="js/nodes/math/Math1Node.js"></script>
  66. <script src="js/nodes/math/Math2Node.js"></script>
  67. <script src="js/nodes/math/Math3Node.js"></script>
  68. <script src="js/nodes/math/OperatorNode.js"></script>
  69. <!-- Utils -->
  70. <script src="js/nodes/utils/SwitchNode.js"></script>
  71. <script src="js/nodes/utils/JoinNode.js"></script>
  72. <script src="js/nodes/utils/TimerNode.js"></script>
  73. <script src="js/nodes/utils/ColorAdjustmentNode.js"></script>
  74. <!-- Post-Processing -->
  75. <script src="js/nodes/postprocessing/NodePass.js"></script>
  76. <script>
  77. var camera, scene, renderer, composer;
  78. var object, light, nodepass;
  79. var gui, guiElements = [];
  80. var param = { example: 'color-adjustment' };
  81. var lensflare2 = new THREE.TextureLoader().load( 'textures/lensflare2.jpg' );
  82. lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
  83. var decalNormal = new THREE.TextureLoader().load( 'textures/decal/decal-normal.jpg' );
  84. decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;
  85. init();
  86. animate();
  87. function clearGui() {
  88. if ( gui ) gui.destroy();
  89. gui = new dat.GUI();
  90. var example = gui.add( param, 'example', {
  91. 'basic / brightness': 'brightness',
  92. 'basic / blends': 'blends',
  93. 'basic / fade': 'fade',
  94. 'basic / invert': 'invert',
  95. 'adv / saturation': 'saturation',
  96. 'adv / refraction': 'refraction',
  97. 'adv / mosaic': 'mosaic'
  98. } ).onFinishChange( function() {
  99. updateMaterial();
  100. } );
  101. gui.open();
  102. }
  103. function addGui( name, value, callback, isColor, min, max ) {
  104. var node;
  105. param[ name ] = value;
  106. if ( isColor ) {
  107. node = gui.addColor( param, name ).onChange( function() {
  108. callback( param[ name ] );
  109. } );
  110. }
  111. else if ( typeof value == 'object' ) {
  112. node = gui.add( param, name, value ).onChange( function() {
  113. callback( param[ name ] );
  114. } );
  115. }
  116. else {
  117. node = gui.add( param, name, min, max ).onChange( function() {
  118. callback( param[ name ] );
  119. } );
  120. }
  121. return node;
  122. }
  123. function updateMaterial() {
  124. var name = param.example;
  125. clearGui();
  126. switch ( name ) {
  127. case 'color-adjustment':
  128. var screen = new THREE.ScreenNode();
  129. var hue = new THREE.FloatNode();
  130. var sataturation = new THREE.FloatNode( 1 );
  131. var vibrance = new THREE.FloatNode();
  132. var brightness = new THREE.FloatNode( 0 );
  133. var contrast = new THREE.FloatNode( 1 );
  134. var hueNode = new THREE.ColorAdjustmentNode( screen, hue, THREE.ColorAdjustmentNode.HUE );
  135. var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
  136. var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
  137. var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
  138. var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
  139. nodepass.value = contrastNode;
  140. // GUI
  141. addGui( 'hue', hue.number, function( val ) {
  142. hue.number = val;
  143. }, false, 0, Math.PI * 2 );
  144. addGui( 'saturation', sataturation.number, function( val ) {
  145. sataturation.number = val;
  146. }, false, 0, 2 );
  147. addGui( 'vibrance', vibrance.number, function( val ) {
  148. vibrance.number = val;
  149. }, false, - 1, 1 );
  150. addGui( 'brightness', brightness.number, function( val ) {
  151. brightness.number = val;
  152. }, false, 0, .5 );
  153. addGui( 'contrast', contrast.number, function( val ) {
  154. contrast.number = val;
  155. }, false, 0, 2 );
  156. break;
  157. case 'fade':
  158. // PASS
  159. var color = new THREE.ColorNode( 0xFFFFFF );
  160. var percent = new THREE.FloatNode( .5 );
  161. var fade = new THREE.Math3Node(
  162. new THREE.ScreenNode(),
  163. color,
  164. percent,
  165. THREE.Math3Node.MIX
  166. );
  167. nodepass.value = fade;
  168. // GUI
  169. addGui( 'color', color.value.getHex(), function( val ) {
  170. color.value.setHex( val );
  171. }, true );
  172. addGui( 'fade', percent.number, function( val ) {
  173. percent.number = val;
  174. }, false, 0, 1 );
  175. break;
  176. case 'invert':
  177. // PASS
  178. var alpha = new THREE.FloatNode( 1 );
  179. var screen = new THREE.ScreenNode();
  180. var inverted = new THREE.Math1Node( screen, THREE.Math1Node.INVERT );
  181. var fade = new THREE.Math3Node(
  182. screen,
  183. inverted,
  184. alpha,
  185. THREE.Math3Node.MIX
  186. );
  187. nodepass.value = fade;
  188. // GUI
  189. addGui( 'alpha', alpha.number, function( val ) {
  190. alpha.number = val;
  191. }, false, 0, 1 );
  192. break;
  193. case 'blends':
  194. // PASS
  195. var multiply = new THREE.OperatorNode(
  196. new THREE.ScreenNode(),
  197. new THREE.TextureNode( lensflare2 ),
  198. THREE.OperatorNode.ADD
  199. );
  200. nodepass.value = multiply;
  201. // GUI
  202. addGui( 'blend', {
  203. 'addition' : THREE.OperatorNode.ADD,
  204. 'subtract' : THREE.OperatorNode.SUB,
  205. 'multiply' : THREE.OperatorNode.MUL,
  206. 'division' : THREE.OperatorNode.DIV
  207. }, function( val ) {
  208. multiply.op = val;
  209. nodepass.build();
  210. } );
  211. break;
  212. case 'saturation':
  213. // PASS
  214. var screen = new THREE.ScreenNode();
  215. var sat = new THREE.FloatNode( 0 );
  216. var satrgb = new THREE.FunctionNode( [
  217. "vec3 satrgb(vec3 rgb, float adjustment) {",
  218. //"const vec3 W = vec3(0.2125, 0.7154, 0.0721);", // LUMA
  219. "vec3 intensity = vec3(dot(rgb, LUMA));",
  220. "return mix(intensity, rgb, adjustment);",
  221. "}"
  222. ].join( "\n" ) );
  223. var saturation = new THREE.FunctionCallNode( satrgb );
  224. saturation.inputs.rgb = screen;
  225. saturation.inputs.adjustment = sat;
  226. nodepass.value = saturation;
  227. // GUI
  228. addGui( 'saturation', sat.number, function( val ) {
  229. sat.number = val;
  230. }, false, 0, 2 );
  231. break;
  232. case 'refraction':
  233. // PASS
  234. var normal = new THREE.TextureNode( decalNormal );
  235. var normalXY = new THREE.SwitchNode( normal, 'xy' );
  236. var scale = new THREE.FloatNode( .5 );
  237. var flip = new THREE.Vector2Node( - 1, 1 );
  238. var normalXYFlip = new THREE.Math1Node(
  239. normalXY,
  240. THREE.Math1Node.INVERT
  241. );
  242. var offsetNormal = new THREE.OperatorNode(
  243. normalXYFlip,
  244. new THREE.FloatNode( .5 ),
  245. THREE.OperatorNode.ADD
  246. );
  247. var scaleTexture = new THREE.OperatorNode(
  248. new THREE.SwitchNode( normal, 'z' ),
  249. offsetNormal,
  250. THREE.OperatorNode.MUL
  251. );
  252. var scaleNormal = new THREE.Math3Node(
  253. new THREE.FloatNode( 1 ),
  254. scaleTexture,
  255. scale,
  256. THREE.Math3Node.MIX
  257. );
  258. var offsetCoord = new THREE.OperatorNode(
  259. new THREE.UVNode(),
  260. scaleNormal,
  261. THREE.OperatorNode.MUL
  262. );
  263. var screen = new THREE.ScreenNode( offsetCoord );
  264. nodepass.value = screen;
  265. // GUI
  266. addGui( 'scale', scale.number, function( val ) {
  267. scale.number = val;
  268. }, false, 0, 1 );
  269. addGui( 'invert', false, function( val ) {
  270. offsetNormal.a = val ? normalXYFlip : normalXY;
  271. nodepass.build();
  272. } );
  273. break;
  274. case 'mosaic':
  275. // PASS
  276. var scale = new THREE.FloatNode( 128 );
  277. var fade = new THREE.FloatNode( 1 );
  278. var uv = new THREE.UVNode();
  279. var tex = new THREE.TextureNode( lensflare2 );
  280. var mask = new THREE.Math1Node( new THREE.SwitchNode( tex, 'x' ), THREE.Math1Node.INVERT );
  281. var blocks = new THREE.OperatorNode(
  282. uv,
  283. scale,
  284. THREE.OperatorNode.MUL
  285. );
  286. var blocksSize = new THREE.Math1Node(
  287. blocks,
  288. THREE.Math1Node.FLOOR
  289. );
  290. var coord = new THREE.OperatorNode(
  291. blocksSize,
  292. scale,
  293. THREE.OperatorNode.DIV
  294. );
  295. var maskAlpha = new THREE.OperatorNode(
  296. mask,
  297. fade,
  298. THREE.OperatorNode.MUL
  299. );
  300. var fadeCoord = new THREE.Math3Node(
  301. uv,
  302. coord,
  303. maskAlpha,
  304. THREE.Math3Node.MIX
  305. );
  306. var screen = new THREE.ScreenNode( fadeCoord );
  307. nodepass.value = screen;
  308. // GUI
  309. addGui( 'scale', scale.number, function( val ) {
  310. scale.number = val;
  311. }, false, 16, 1024 );
  312. addGui( 'fade', fade.number, function( val ) {
  313. fade.number = val;
  314. }, false, 0, 1 );
  315. addGui( 'mask', true, function( val ) {
  316. fadeCoord.c = val ? maskAlpha : fade;
  317. nodepass.build();
  318. } );
  319. break;
  320. }
  321. nodepass.build();
  322. }
  323. function init() {
  324. renderer = new THREE.WebGLRenderer();
  325. renderer.setPixelRatio( window.devicePixelRatio );
  326. renderer.setSize( window.innerWidth, window.innerHeight );
  327. document.body.appendChild( renderer.domElement );
  328. //
  329. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  330. camera.position.z = 400;
  331. scene = new THREE.Scene();
  332. scene.fog = new THREE.Fog( 0x0066FF, 1, 1000 );
  333. object = new THREE.Object3D();
  334. scene.add( object );
  335. var geometry = new THREE.SphereGeometry( 1, 4, 4 );
  336. for ( var i = 0; i < 100; i ++ ) {
  337. var material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), shading: THREE.FlatShading } );
  338. var mesh = new THREE.Mesh( geometry, material );
  339. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  340. mesh.position.multiplyScalar( Math.random() * 400 );
  341. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  342. mesh.scale.x = mesh.scale.y = mesh.scale.z = 10 + ( Math.random() * 40 );
  343. object.add( mesh );
  344. }
  345. scene.add( new THREE.AmbientLight( 0x999999 ) );
  346. light = new THREE.DirectionalLight( 0xffffff );
  347. light.position.set( 1, 1, 1 );
  348. scene.add( light );
  349. // postprocessing
  350. composer = new THREE.EffectComposer( renderer );
  351. composer.addPass( new THREE.RenderPass( scene, camera ) );
  352. nodepass = new THREE.NodePass();
  353. nodepass.renderToScreen = true;
  354. composer.addPass( nodepass );
  355. //
  356. updateMaterial();
  357. window.addEventListener( 'resize', onWindowResize, false );
  358. }
  359. function onWindowResize() {
  360. camera.aspect = window.innerWidth / window.innerHeight;
  361. camera.updateProjectionMatrix();
  362. renderer.setSize( window.innerWidth, window.innerHeight );
  363. composer.setSize( window.innerWidth, window.innerHeight );
  364. }
  365. function animate() {
  366. requestAnimationFrame( animate );
  367. object.rotation.x += 0.005;
  368. object.rotation.y += 0.01;
  369. composer.render();
  370. }
  371. </script>
  372. </body>
  373. </html>