threejs-postprocessing-custom.html 4.0 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - PostProcessing - Custom</title>
  8. <style>
  9. body {
  10. margin: 0;
  11. }
  12. #c {
  13. width: 100vw;
  14. height: 100vh;
  15. display: block;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <canvas id="c"></canvas>
  21. </body>
  22. <script src="resources/threejs/r102/three.min.js"></script>
  23. <script src="resources/threejs/r102/js/shaders/CopyShader.js"></script>
  24. <script src="resources/threejs/r102/js/postprocessing/EffectComposer.js"></script>
  25. <script src="resources/threejs/r102/js/postprocessing/RenderPass.js"></script>
  26. <script src="resources/threejs/r102/js/postprocessing/ShaderPass.js"></script>
  27. <script src="../3rdparty/dat.gui.min.js"></script>
  28. <script>
  29. 'use strict';
  30. /* global THREE dat */
  31. function main() {
  32. const canvas = document.querySelector('#c');
  33. const renderer = new THREE.WebGLRenderer({canvas: canvas});
  34. const fov = 75;
  35. const aspect = 2; // the canvas default
  36. const near = 0.1;
  37. const far = 5;
  38. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  39. camera.position.z = 2;
  40. const scene = new THREE.Scene();
  41. {
  42. const color = 0xFFFFFF;
  43. const intensity = 2;
  44. const light = new THREE.DirectionalLight(color, intensity);
  45. light.position.set(-1, 2, 4);
  46. scene.add(light);
  47. }
  48. const boxWidth = 1;
  49. const boxHeight = 1;
  50. const boxDepth = 1;
  51. const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  52. function makeInstance(geometry, color, x) {
  53. const material = new THREE.MeshPhongMaterial({color});
  54. const cube = new THREE.Mesh(geometry, material);
  55. scene.add(cube);
  56. cube.position.x = x;
  57. return cube;
  58. }
  59. const cubes = [
  60. makeInstance(geometry, 0x44aa88, 0),
  61. makeInstance(geometry, 0x8844aa, -2),
  62. makeInstance(geometry, 0xaa8844, 2),
  63. ];
  64. const composer = new THREE.EffectComposer(renderer);
  65. composer.addPass(new THREE.RenderPass(scene, camera));
  66. const colorShader = {
  67. uniforms: {
  68. tDiffuse: { value: null },
  69. color: { value: new THREE.Color(0x88CCFF) },
  70. },
  71. vertexShader: `
  72. varying vec2 vUv;
  73. void main() {
  74. vUv = uv;
  75. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
  76. }
  77. `,
  78. fragmentShader: `
  79. uniform vec3 color;
  80. uniform sampler2D tDiffuse;
  81. varying vec2 vUv;
  82. void main() {
  83. vec4 previousPassColor = texture2D(tDiffuse, vUv);
  84. gl_FragColor = vec4(
  85. previousPassColor.rgb * color,
  86. previousPassColor.a);
  87. }
  88. `,
  89. };
  90. const colorPass = new THREE.ShaderPass(colorShader);
  91. colorPass.renderToScreen = true;
  92. composer.addPass(colorPass);
  93. function resizeRendererToDisplaySize(renderer) {
  94. const canvas = renderer.domElement;
  95. const width = canvas.clientWidth;
  96. const height = canvas.clientHeight;
  97. const needResize = canvas.width !== width || canvas.height !== height;
  98. if (needResize) {
  99. renderer.setSize(width, height, false);
  100. }
  101. return needResize;
  102. }
  103. const gui = new dat.GUI();
  104. gui.add(colorPass.uniforms.color.value, 'r', 0, 4).name('red');
  105. gui.add(colorPass.uniforms.color.value, 'g', 0, 4).name('green');
  106. gui.add(colorPass.uniforms.color.value, 'b', 0, 4).name('blue');
  107. let then = 0;
  108. function render(now) {
  109. now *= 0.001; // convert to seconds
  110. const deltaTime = now - then;
  111. then = now;
  112. if (resizeRendererToDisplaySize(renderer)) {
  113. const canvas = renderer.domElement;
  114. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  115. camera.updateProjectionMatrix();
  116. composer.setSize(canvas.width, canvas.height);
  117. }
  118. cubes.forEach((cube, ndx) => {
  119. const speed = 1 + ndx * .1;
  120. const rot = now * speed;
  121. cube.rotation.x = rot;
  122. cube.rotation.y = rot;
  123. });
  124. composer.render(deltaTime);
  125. requestAnimationFrame(render);
  126. }
  127. requestAnimationFrame(render);
  128. }
  129. main();
  130. </script>
  131. </html>