threejs-postprocessing-3dlut-identity.html 9.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>Three.js - postprocessing - 3DLUT</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/threejs/r102/three.js"></script>
  23. <script src="resources/threejs/r102/js/controls/OrbitControls.js"></script>
  24. <script src="resources/threejs/r102/js/loaders/GLTFLoader.js"></script>
  25. <script src="resources/threejs/r102/js/shaders/CopyShader.js"></script>
  26. <script src="resources/threejs/r102/js/postprocessing/EffectComposer.js"></script>
  27. <script src="resources/threejs/r102/js/postprocessing/RenderPass.js"></script>
  28. <script src="resources/threejs/r102/js/postprocessing/ShaderPass.js"></script>
  29. <script src="../3rdparty/dat.gui.min.js"></script>
  30. <script>
  31. 'use strict';
  32. /* global THREE, dat */
  33. function main() {
  34. const canvas = document.querySelector('#c');
  35. const renderer = new THREE.WebGLRenderer({canvas: canvas});
  36. const fov = 45;
  37. const aspect = 2; // the canvas default
  38. const near = 0.1;
  39. const far = 100;
  40. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  41. camera.position.set(0, 10, 20);
  42. const controls = new THREE.OrbitControls(camera, canvas);
  43. controls.target.set(0, 5, 0);
  44. controls.update();
  45. const makeIdentityLutTexture = function() {
  46. const identityLUT = new Uint8Array([
  47. 0, 0, 0, 255, // black
  48. 255, 0, 0, 255, // red
  49. 0, 0, 255, 255, // blue
  50. 255, 0, 255, 255, // magenta
  51. 0, 255, 0, 255, // green
  52. 255, 255, 0, 255, // yellow
  53. 0, 255, 255, 255, // cyan
  54. 255, 255, 255, 255, // white
  55. ]);
  56. return function(filter) {
  57. const texture = new THREE.DataTexture(identityLUT, 4, 2, THREE.RGBAFormat);
  58. texture.minFilter = filter;
  59. texture.magFilter = filter;
  60. texture.needsUpdate = true;
  61. texture.flipY = false;
  62. return texture;
  63. };
  64. }();
  65. const lutTextures = [
  66. {
  67. name: 'identity',
  68. size: 2,
  69. filter: true,
  70. texture: makeIdentityLutTexture(THREE.LinearFilter),
  71. },
  72. {
  73. name: 'identity not filtered',
  74. size: 2,
  75. filter: false,
  76. texture: makeIdentityLutTexture(THREE.NearestFilter),
  77. },
  78. ];
  79. const lutNameIndexMap = {};
  80. lutTextures.forEach((info, ndx) => {
  81. lutNameIndexMap[info.name] = ndx;
  82. });
  83. const lutSettings = {
  84. lut: lutNameIndexMap.identity,
  85. };
  86. const gui = new dat.GUI({ width: 300 });
  87. gui.add(lutSettings, 'lut', lutNameIndexMap);
  88. const scene = new THREE.Scene();
  89. const sceneBG = new THREE.Scene();
  90. const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
  91. let bgMesh;
  92. let bgTexture;
  93. {
  94. const loader = new THREE.TextureLoader();
  95. bgTexture = loader.load('resources/images/beach.jpg');
  96. const planeGeo = new THREE.PlaneBufferGeometry(2, 2);
  97. const planeMat = new THREE.MeshBasicMaterial({
  98. map: bgTexture,
  99. depthTest: false,
  100. });
  101. bgMesh = new THREE.Mesh(planeGeo, planeMat);
  102. sceneBG.add(bgMesh);
  103. }
  104. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  105. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  106. const halfFovY = THREE.Math.degToRad(camera.fov * .5);
  107. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  108. // compute a unit vector that points in the direction the camera is now
  109. // in the xz plane from the center of the box
  110. const direction = (new THREE.Vector3())
  111. .subVectors(camera.position, boxCenter)
  112. .multiply(new THREE.Vector3(1, 0, 1))
  113. .normalize();
  114. // move the camera to a position distance units way from the center
  115. // in whatever direction the camera was from the center already
  116. camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
  117. // pick some near and far values for the frustum that
  118. // will contain the box.
  119. camera.near = boxSize / 100;
  120. camera.far = boxSize * 100;
  121. camera.updateProjectionMatrix();
  122. // point the camera to look at the center of the box
  123. camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  124. }
  125. {
  126. const gltfLoader = new THREE.GLTFLoader();
  127. gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
  128. const root = gltf.scene;
  129. scene.add(root);
  130. root.updateMatrixWorld();
  131. // compute the box that contains all the stuff
  132. // from root and below
  133. const box = new THREE.Box3().setFromObject(root);
  134. const boxSize = box.getSize(new THREE.Vector3()).length();
  135. const boxCenter = box.getCenter(new THREE.Vector3());
  136. frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
  137. // update the Trackball controls to handle the new size
  138. controls.maxDistance = boxSize * 10;
  139. controls.target.copy(boxCenter);
  140. controls.update();
  141. });
  142. }
  143. const lutShader = {
  144. uniforms: {
  145. tDiffuse: { value: null }, // the previous pass's result
  146. lutMap: { value: null },
  147. lutMapSize: { value: 1, },
  148. },
  149. vertexShader: `
  150. varying vec2 vUv;
  151. void main() {
  152. vUv = uv;
  153. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  154. }
  155. `,
  156. fragmentShader: `
  157. #include <common>
  158. #define FILTER_LUT true
  159. uniform sampler2D tDiffuse;
  160. uniform sampler2D lutMap;
  161. uniform float lutMapSize;
  162. varying vec2 vUv;
  163. vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
  164. float sliceSize = 1.0 / size; // space of 1 slice
  165. float slicePixelSize = sliceSize / size; // space of 1 pixel
  166. float width = size - 1.0;
  167. float sliceInnerSize = slicePixelSize * width; // space of size pixels
  168. float zSlice0 = floor( texCoord.z * width);
  169. float zSlice1 = min( zSlice0 + 1.0, width);
  170. float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
  171. float yRange = (texCoord.y * width + 0.5) / size;
  172. float s0 = xOffset + (zSlice0 * sliceSize);
  173. #ifdef FILTER_LUT
  174. float s1 = xOffset + (zSlice1 * sliceSize);
  175. vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
  176. vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
  177. float zOffset = mod(texCoord.z * width, 1.0);
  178. return mix(slice0Color, slice1Color, zOffset);
  179. #else
  180. return texture2D(tex, vec2( s0, yRange));
  181. #endif
  182. }
  183. void main() {
  184. vec4 originalColor = texture2D(tDiffuse, vUv);
  185. gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
  186. }
  187. `,
  188. };
  189. const lutNearestShader = {
  190. uniforms: Object.assign( {}, lutShader.uniforms ),
  191. vertexShader: lutShader.vertexShader,
  192. fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
  193. };
  194. const effectLUT = new THREE.ShaderPass(lutShader);
  195. effectLUT.renderToScreen = true;
  196. const effectLUTNearest = new THREE.ShaderPass(lutNearestShader);
  197. effectLUTNearest.renderToScreen = true;
  198. const renderModel = new THREE.RenderPass(scene, camera);
  199. renderModel.clear = false; // so we don't clear out the background
  200. const renderBG = new THREE.RenderPass(sceneBG, cameraBG);
  201. renderModel.clear = false;
  202. const rtParameters = {
  203. minFilter: THREE.LinearFilter,
  204. magFilter: THREE.LinearFilter,
  205. format: THREE.RGBFormat,
  206. };
  207. const composer = new THREE.EffectComposer(renderer, new THREE.WebGLRenderTarget(1, 1, rtParameters));
  208. composer.addPass(renderBG);
  209. composer.addPass(renderModel);
  210. composer.addPass(effectLUT);
  211. composer.addPass(effectLUTNearest);
  212. function resizeRendererToDisplaySize(renderer) {
  213. const canvas = renderer.domElement;
  214. const width = canvas.clientWidth * window.devicePixelRatio | 0;
  215. const height = canvas.clientHeight * window.devicePixelRatio | 0;
  216. const needResize = canvas.width !== width || canvas.height !== height;
  217. if (needResize) {
  218. renderer.setSize(width, height, false);
  219. }
  220. return needResize;
  221. }
  222. let then = 0;
  223. function render(now) {
  224. now *= 0.001; // convert to seconds
  225. const delta = now - then;
  226. then = now;
  227. if (resizeRendererToDisplaySize(renderer)) {
  228. const canvas = renderer.domElement;
  229. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  230. camera.aspect = canvasAspect;
  231. camera.updateProjectionMatrix();
  232. composer.setSize(canvas.width, canvas.height);
  233. // scale the background plane to keep the image's
  234. // aspect correct.
  235. // Note the image may not have loaded yet.
  236. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  237. const aspect = imageAspect / canvasAspect;
  238. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  239. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  240. }
  241. const lutInfo = lutTextures[lutSettings.lut];
  242. const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
  243. effectLUT.enabled = lutInfo.filter;
  244. effectLUTNearest.enabled = !lutInfo.filter;
  245. const lutTexture = lutInfo.texture;
  246. effect.uniforms.lutMap.value = lutTexture;
  247. effect.uniforms.lutMapSize.value = lutInfo.size;
  248. composer.render(delta);
  249. requestAnimationFrame(render);
  250. }
  251. requestAnimationFrame(render);
  252. }
  253. main();
  254. </script>
  255. </html>