webgl_postprocessing_advanced.html 11 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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #000;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#fff;
  20. background-color: rgba( 0, 0, 0, 0.5 );
  21. position: relative;
  22. margin: 0 auto -2.1em;
  23. top: 0px;
  24. width: 550px;
  25. padding: 5px;
  26. z-index:100;
  27. }
  28. a { color: red; }
  29. </style>
  30. </head>
  31. <body>
  32. <div id="info">
  33. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl postprocessing example -
  34. <a href="http://g3d.cs.williams.edu/g3d/data10/index.html#mesh19" target="_blank" rel="noopener">Lee Perry-Smith</a> head
  35. </div>
  36. <div id="container"></div>
  37. <script src="../build/three.js"></script>
  38. <script src="js/shaders/BleachBypassShader.js"></script>
  39. <script src="js/shaders/ColorifyShader.js"></script>
  40. <script src="js/shaders/ConvolutionShader.js"></script>
  41. <script src="js/shaders/CopyShader.js"></script>
  42. <script src="js/shaders/DotScreenShader.js"></script>
  43. <script src="js/shaders/FilmShader.js"></script>
  44. <script src="js/shaders/HorizontalBlurShader.js"></script>
  45. <script src="js/shaders/SepiaShader.js"></script>
  46. <script src="js/shaders/VerticalBlurShader.js"></script>
  47. <script src="js/shaders/VignetteShader.js"></script>
  48. <script src="js/postprocessing/EffectComposer.js"></script>
  49. <script src="js/postprocessing/RenderPass.js"></script>
  50. <script src="js/postprocessing/BloomPass.js"></script>
  51. <script src="js/postprocessing/FilmPass.js"></script>
  52. <script src="js/postprocessing/DotScreenPass.js"></script>
  53. <script src="js/postprocessing/TexturePass.js"></script>
  54. <script src="js/postprocessing/ShaderPass.js"></script>
  55. <script src="js/postprocessing/MaskPass.js"></script>
  56. <script src="js/Detector.js"></script>
  57. <script src="js/libs/stats.min.js"></script>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var container, stats;
  61. var composerScene, composer1, composer2, composer3, composer4;
  62. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  63. var width = window.innerWidth || 2;
  64. var height = window.innerHeight || 2;
  65. var halfWidth = width / 2;
  66. var halfHeight = height / 2;
  67. var materialColor, material2D, quadBG, quadMask, renderScene;
  68. var delta = 0.01;
  69. init();
  70. animate();
  71. function init() {
  72. container = document.getElementById( 'container' );
  73. //
  74. cameraOrtho = new THREE.OrthographicCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
  75. cameraOrtho.position.z = 100;
  76. cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
  77. cameraPerspective.position.z = 900;
  78. //
  79. sceneModel = new THREE.Scene();
  80. sceneBG = new THREE.Scene();
  81. //
  82. directionalLight = new THREE.DirectionalLight( 0xffffff );
  83. directionalLight.position.set( 0, -0.1, 1 ).normalize();
  84. sceneModel.add( directionalLight );
  85. var loader = new THREE.JSONLoader();
  86. loader.load( "models/json/leeperrysmith/LeePerrySmith.json", function( geometry ) {
  87. createMesh( geometry, sceneModel, 100 );
  88. } );
  89. //
  90. var materialColor = new THREE.MeshBasicMaterial( {
  91. map: new THREE.TextureLoader().load( "textures/cube/SwedishRoyalCastle/pz.jpg" ),
  92. depthTest: false
  93. } );
  94. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), materialColor );
  95. quadBG.position.z = -500;
  96. quadBG.scale.set( width, height, 1 );
  97. sceneBG.add( quadBG );
  98. //
  99. var sceneMask = new THREE.Scene();
  100. quadMask = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  101. quadMask.position.z = -300;
  102. quadMask.scale.set( width / 2, height / 2, 1 );
  103. sceneMask.add( quadMask );
  104. //
  105. renderer = new THREE.WebGLRenderer();
  106. renderer.setPixelRatio( window.devicePixelRatio );
  107. renderer.setSize( width, height );
  108. renderer.autoClear = false;
  109. //
  110. renderer.gammaInput = true;
  111. renderer.gammaOutput = true;
  112. //
  113. container.appendChild( renderer.domElement );
  114. //
  115. stats = new Stats();
  116. //container.appendChild( stats.dom );
  117. //
  118. var shaderBleach = THREE.BleachBypassShader;
  119. var shaderSepia = THREE.SepiaShader;
  120. var shaderVignette = THREE.VignetteShader;
  121. var shaderCopy = THREE.CopyShader;
  122. var effectBleach = new THREE.ShaderPass( shaderBleach );
  123. var effectSepia = new THREE.ShaderPass( shaderSepia );
  124. var effectVignette = new THREE.ShaderPass( shaderVignette );
  125. var effectCopy = new THREE.ShaderPass( shaderCopy );
  126. effectBleach.uniforms[ "opacity" ].value = 0.95;
  127. effectSepia.uniforms[ "amount" ].value = 0.9;
  128. effectVignette.uniforms[ "offset" ].value = 0.95;
  129. effectVignette.uniforms[ "darkness" ].value = 1.6;
  130. var effectBloom = new THREE.BloomPass( 0.5 );
  131. var effectFilm = new THREE.FilmPass( 0.35, 0.025, 648, false );
  132. var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
  133. var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
  134. var effectHBlur = new THREE.ShaderPass( THREE.HorizontalBlurShader );
  135. var effectVBlur = new THREE.ShaderPass( THREE.VerticalBlurShader );
  136. effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
  137. effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
  138. var effectColorify1 = new THREE.ShaderPass( THREE.ColorifyShader );
  139. var effectColorify2 = new THREE.ShaderPass( THREE.ColorifyShader );
  140. effectColorify1.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.8, 0.8 ) );
  141. effectColorify2.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.75, 0.5 ) );
  142. var clearMask = new THREE.ClearMaskPass();
  143. var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
  144. var renderMaskInverse = new THREE.MaskPass( sceneModel, cameraPerspective );
  145. renderMaskInverse.inverse = true;
  146. //effectFilm.renderToScreen = true;
  147. //effectFilmBW.renderToScreen = true;
  148. //effectDotScreen.renderToScreen = true;
  149. //effectBleach.renderToScreen = true;
  150. effectVignette.renderToScreen = true;
  151. //effectCopy.renderToScreen = true;
  152. //
  153. var rtParameters = {
  154. minFilter: THREE.LinearFilter,
  155. magFilter: THREE.LinearFilter,
  156. format: THREE.RGBFormat,
  157. stencilBuffer: true
  158. };
  159. var rtWidth = width / 2;
  160. var rtHeight = height / 2;
  161. //
  162. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  163. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  164. renderModel.clear = false;
  165. composerScene = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
  166. composerScene.addPass( renderBackground );
  167. composerScene.addPass( renderModel );
  168. composerScene.addPass( renderMaskInverse );
  169. composerScene.addPass( effectHBlur );
  170. composerScene.addPass( effectVBlur );
  171. composerScene.addPass( clearMask );
  172. //
  173. renderScene = new THREE.TexturePass( composerScene.renderTarget2.texture );
  174. //
  175. composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  176. composer1.addPass( renderScene );
  177. //composer1.addPass( renderMask );
  178. composer1.addPass( effectFilmBW );
  179. //composer1.addPass( clearMask );
  180. composer1.addPass( effectVignette );
  181. //
  182. composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  183. composer2.addPass( renderScene );
  184. composer2.addPass( effectDotScreen );
  185. composer2.addPass( renderMask );
  186. composer2.addPass( effectColorify1 );
  187. composer2.addPass( clearMask );
  188. composer2.addPass( renderMaskInverse );
  189. composer2.addPass( effectColorify2 );
  190. composer2.addPass( clearMask );
  191. composer2.addPass( effectVignette );
  192. //
  193. composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  194. composer3.addPass( renderScene );
  195. //composer3.addPass( renderMask );
  196. composer3.addPass( effectSepia );
  197. composer3.addPass( effectFilm );
  198. //composer3.addPass( clearMask );
  199. composer3.addPass( effectVignette );
  200. //
  201. composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  202. composer4.addPass( renderScene );
  203. //composer4.addPass( renderMask );
  204. composer4.addPass( effectBloom );
  205. composer4.addPass( effectFilm );
  206. composer4.addPass( effectBleach );
  207. //composer4.addPass( clearMask );
  208. composer4.addPass( effectVignette );
  209. //
  210. //onWindowResize();
  211. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
  212. window.addEventListener( 'resize', onWindowResize, false );
  213. }
  214. function onWindowResize( event ) {
  215. halfWidth = window.innerWidth / 2;
  216. halfHeight = window.innerHeight / 2;
  217. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  218. cameraPerspective.updateProjectionMatrix();
  219. cameraOrtho.left = -halfWidth;
  220. cameraOrtho.right = halfWidth;
  221. cameraOrtho.top = halfHeight;
  222. cameraOrtho.bottom = -halfHeight;
  223. cameraOrtho.updateProjectionMatrix();
  224. renderer.setSize( window.innerWidth, window.innerHeight );
  225. composerScene.setSize( halfWidth * 2, halfHeight * 2 );
  226. composer1.setSize( halfWidth, halfHeight );
  227. composer2.setSize( halfWidth, halfHeight );
  228. composer3.setSize( halfWidth, halfHeight );
  229. composer4.setSize( halfWidth, halfHeight );
  230. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
  231. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  232. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  233. }
  234. function getText( id ) {
  235. return document.getElementById( id ).textContent;
  236. }
  237. function createMesh( geometry, scene, scale ) {
  238. var mat2 = new THREE.MeshPhongMaterial( {
  239. color: 0x999999,
  240. specular: 0x080808,
  241. shininess: 20,
  242. map: new THREE.TextureLoader().load( "models/json/leeperrysmith/Map-COL.jpg" ),
  243. normalMap: new THREE.TextureLoader().load("models/json/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
  244. normalScale: new THREE.Vector2( 0.75, 0.75 )
  245. } );
  246. mesh = new THREE.Mesh( geometry, mat2 );
  247. mesh.position.set( 0, -50, 0 );
  248. mesh.scale.set( scale, scale, scale );
  249. scene.add( mesh );
  250. }
  251. //
  252. function animate() {
  253. requestAnimationFrame( animate );
  254. stats.begin();
  255. render();
  256. stats.end();
  257. }
  258. function render() {
  259. var time = Date.now() * 0.0004;
  260. if ( mesh ) mesh.rotation.y = -time;
  261. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  262. composerScene.render( delta );
  263. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  264. composer1.render( delta );
  265. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  266. composer2.render( delta );
  267. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  268. composer3.render( delta );
  269. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  270. composer4.render( delta );
  271. }
  272. </script>
  273. </body>
  274. </html>