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