webgl_postprocessing.html 12 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://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
  34. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
  35. </div>
  36. <div id="container"></div>
  37. <script src="../build/Three.js"></script>
  38. <script src="js/ShaderExtras.js"></script>
  39. <script src="js/postprocessing/EffectComposer.js"></script>
  40. <script src="js/postprocessing/RenderPass.js"></script>
  41. <script src="js/postprocessing/BloomPass.js"></script>
  42. <script src="js/postprocessing/FilmPass.js"></script>
  43. <script src="js/postprocessing/DotScreenPass.js"></script>
  44. <script src="js/postprocessing/TexturePass.js"></script>
  45. <script src="js/postprocessing/ShaderPass.js"></script>
  46. <script src="js/postprocessing/MaskPass.js"></script>
  47. <script src="js/Detector.js"></script>
  48. <script src="js/Stats.js"></script>
  49. <!-- Time modulated procedural color fragment shader -->
  50. <script id="fs-colors" type="x-shader/x-fragment">
  51. varying vec2 vUv;
  52. uniform float time;
  53. void main() {
  54. //gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
  55. //gl_FragColor = vec4( 0.4, 0.4, 0.4, 1.0 );
  56. gl_FragColor = vec4( 0.2, 0.4, 0.5, 1.0 );
  57. }
  58. </script>
  59. <!-- Generic vertex shader -->
  60. <script id="vs-generic" type="x-shader/x-vertex">
  61. varying vec2 vUv;
  62. void main() {
  63. vUv = vec2( uv.x, 1.0 - uv.y );
  64. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  65. }
  66. </script>
  67. <script>
  68. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  69. var container, stats;
  70. var composerScene, composer1, composer2, composer3, composer4;
  71. var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  72. var halfWidth = window.innerWidth / 2;
  73. var halfHeight = window.innerHeight / 2;
  74. var materialColor, material2D, quadBG, quadMask, renderScene;
  75. var rtParameters;
  76. var delta = 0.01;
  77. init();
  78. animate();
  79. function init() {
  80. container = document.getElementById( 'container' );
  81. //
  82. sceneModel = new THREE.Scene();
  83. sceneBG = new THREE.Scene();
  84. //
  85. cameraOrtho = new THREE.OrthographicCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
  86. cameraOrtho.position.z = 100;
  87. cameraPerspective = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  88. cameraPerspective.position.z = 900;
  89. sceneModel.add( cameraPerspective );
  90. sceneBG.add( cameraOrtho );
  91. //
  92. directionalLight = new THREE.DirectionalLight( 0xffffff );
  93. directionalLight.position.set( 0, -0.1, 1 ).normalize();
  94. sceneModel.add( directionalLight );
  95. loader = new THREE.JSONLoader( true );
  96. document.body.appendChild( loader.statusDomElement );
  97. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createMesh( geometry, sceneModel, 100 ) } );
  98. //
  99. materialColor = new THREE.ShaderMaterial( {
  100. uniforms: { time: { type: "f", value: 0.0 } },
  101. vertexShader: getText( 'vs-generic' ),
  102. fragmentShader: getText( 'fs-colors' ),
  103. depthTest: false
  104. } );
  105. var plane = new THREE.PlaneGeometry( 1, 1 );
  106. quadBG = new THREE.Mesh( plane, materialColor );
  107. quadBG.position.z = -500;
  108. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  109. sceneBG.add( quadBG );
  110. //
  111. var sceneMask = new THREE.Scene();
  112. var plane = new THREE.PlaneGeometry( 1, 1 );
  113. quadMask = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  114. quadMask.position.z = -300;
  115. quadMask.scale.set( window.innerWidth / 2, window.innerHeight/2, 1 );
  116. sceneMask.add( quadMask );
  117. //
  118. renderer = new THREE.WebGLRenderer( { antialias: false } );
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. renderer.setClearColorHex( 0x000000, 1 );
  121. renderer.autoClear = false;
  122. //
  123. renderer.gammaInput = true;
  124. renderer.gammaOutput = true;
  125. //
  126. container.appendChild( renderer.domElement );
  127. //
  128. stats = new Stats();
  129. stats.domElement.style.position = 'absolute';
  130. stats.domElement.style.top = '0px';
  131. //container.appendChild( stats.domElement );
  132. //
  133. var shaderBleach = THREE.ShaderExtras[ "bleachbypass" ];
  134. var shaderSepia = THREE.ShaderExtras[ "sepia" ];
  135. var shaderVignette = THREE.ShaderExtras[ "vignette" ];
  136. var shaderScreen = THREE.ShaderExtras[ "screen" ];
  137. var effectBleach = new THREE.ShaderPass( shaderBleach );
  138. var effectSepia = new THREE.ShaderPass( shaderSepia );
  139. var effectVignette = new THREE.ShaderPass( shaderVignette );
  140. var effectScreen = new THREE.ShaderPass( shaderScreen );
  141. effectBleach.uniforms[ "opacity" ].value = 0.95;
  142. effectSepia.uniforms[ "amount" ].value = 0.9;
  143. effectVignette.uniforms[ "offset" ].value = 0.95;
  144. effectVignette.uniforms[ "darkness" ].value = 1.6;
  145. var effectBloom = new THREE.BloomPass( 0.5 );
  146. var effectFilm = new THREE.FilmPass( 0.35, 0.025, 648, false );
  147. var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
  148. var effectFilmBW2 = new THREE.FilmPass( 0.05, 0.5, 2048, true );
  149. var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.6 );
  150. //var renderMask = new THREE.MaskPass( sceneMask, cameraOrtho );
  151. var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
  152. var clearMask = new THREE.ClearMaskPass();
  153. //effectFilm.renderToScreen = true;
  154. //effectFilmBW.renderToScreen = true;
  155. //effectDotScreen.renderToScreen = true;
  156. //effectBleach.renderToScreen = true;
  157. effectVignette.renderToScreen = true;
  158. //effectScreen.renderToScreen = true;
  159. //
  160. var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
  161. var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
  162. renderModel.clear = false;
  163. composerScene = new THREE.EffectComposer( renderer );
  164. composerScene.addPass( renderBackground );
  165. composerScene.addPass( renderModel );
  166. //
  167. renderScene = new THREE.TexturePass( composerScene.renderTarget2 );
  168. rtParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: true };
  169. var rtWidth = window.innerWidth / 2;
  170. var rtHeight = window.innerHeight / 2;
  171. //
  172. composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  173. composer1.addPass( renderScene );
  174. //composer1.addPass( renderMask );
  175. composer1.addPass( effectFilmBW );
  176. //composer1.addPass( clearMask );
  177. composer1.addPass( effectVignette );
  178. //
  179. composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  180. composer2.addPass( renderScene );
  181. composer2.addPass( renderMask );
  182. composer2.addPass( effectDotScreen );
  183. composer2.addPass( clearMask );
  184. composer2.addPass( effectFilmBW2 );
  185. composer2.addPass( effectVignette );
  186. //
  187. composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  188. composer3.addPass( renderScene );
  189. //composer3.addPass( renderMask );
  190. composer3.addPass( effectSepia );
  191. composer3.addPass( effectFilm );
  192. //composer3.addPass( clearMask );
  193. composer3.addPass( effectVignette );
  194. //
  195. composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  196. composer4.addPass( renderScene );
  197. //composer4.addPass( renderMask );
  198. composer4.addPass( effectBloom );
  199. composer4.addPass( effectFilm );
  200. composer4.addPass( effectBleach );
  201. //composer4.addPass( clearMask );
  202. composer4.addPass( effectVignette );
  203. //
  204. //onWindowResize();
  205. renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
  206. window.addEventListener( 'resize', onWindowResize, false );
  207. }
  208. function onWindowResize( event ) {
  209. halfWidth = window.innerWidth / 2;
  210. halfHeight = window.innerHeight / 2;
  211. renderer.setSize( window.innerWidth, window.innerHeight );
  212. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  213. cameraPerspective.updateProjectionMatrix();
  214. cameraOrtho.left = -halfWidth;
  215. cameraOrtho.right = halfWidth;
  216. cameraOrtho.top = halfHeight;
  217. cameraOrtho.bottom = -halfHeight;
  218. cameraOrtho.updateProjectionMatrix();
  219. composerScene.reset();
  220. composer1.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  221. composer2.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  222. composer3.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  223. composer4.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
  224. renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
  225. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  226. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  227. }
  228. function getText( id ) {
  229. return document.getElementById( id ).textContent;
  230. }
  231. function createMesh( geometry, scene, scale ) {
  232. geometry.computeTangents();
  233. var ambient = 0x444444, diffuse = 0x999999, specular = 0x080808, shininess = 20;
  234. var shader = THREE.ShaderUtils.lib[ "normal" ];
  235. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  236. uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
  237. uniforms[ "uNormalScale" ].value = - 0.75;
  238. uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  239. uniforms[ "enableAO" ].value = false;
  240. uniforms[ "enableDiffuse" ].value = true;
  241. uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
  242. uniforms[ "uSpecularColor" ].value.setHex( specular );
  243. uniforms[ "uAmbientColor" ].value.setHex( ambient );
  244. uniforms[ "uShininess" ].value = shininess;
  245. uniforms[ "uDiffuseColor" ].value.convertGammaToLinear();
  246. uniforms[ "uSpecularColor" ].value.convertGammaToLinear();
  247. uniforms[ "uAmbientColor" ].value.convertGammaToLinear();
  248. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
  249. var mat2 = new THREE.ShaderMaterial( parameters );
  250. mesh = new THREE.Mesh( geometry, mat2 );
  251. mesh.position.set( 0, -50, 0 );
  252. mesh.scale.set( scale, scale, scale );
  253. scene.add( mesh );
  254. loader.statusDomElement.style.display = "none";
  255. }
  256. //
  257. function animate() {
  258. requestAnimationFrame( animate );
  259. render();
  260. stats.update();
  261. }
  262. function render() {
  263. var time = Date.now() * 0.0004;
  264. if ( mesh ) mesh.rotation.y = -time;
  265. if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
  266. delta *= -1;
  267. }
  268. materialColor.uniforms.time.value += delta / 2;
  269. renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );
  270. renderer.clear();
  271. composerScene.render( delta );
  272. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  273. composer1.render( delta );
  274. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  275. composer2.render( delta );
  276. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  277. composer3.render( delta );
  278. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  279. composer4.render( delta );
  280. }
  281. </script>
  282. </body>
  283. </html>