webgl_postprocessing_nodes.html 12 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing with nodes</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Post-Processing
  12. </div>
  13. <script type="module">
  14. import * as THREE from '../build/three.module.js';
  15. import { GUI } from './jsm/libs/dat.gui.module.js';
  16. import * as Nodes from './jsm/nodes/Nodes.js';
  17. let camera, scene, renderer;
  18. let object, light, nodepost;
  19. let gui;
  20. const clock = new THREE.Clock();
  21. const frame = new Nodes.NodeFrame();
  22. const param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'color-adjustment' };
  23. const textureLoader = new THREE.TextureLoader();
  24. const lensflare2 = textureLoader.load( 'textures/lensflare/lensflare0.png' );
  25. lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
  26. const decalNormal = textureLoader.load( 'textures/decal/decal-normal.jpg' );
  27. decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;
  28. init();
  29. animate();
  30. function clearGui() {
  31. if ( gui ) gui.destroy();
  32. gui = new GUI();
  33. gui.add( param, 'example', {
  34. 'basic / color-adjustment': 'color-adjustment',
  35. 'basic / blends': 'blends',
  36. 'basic / fade': 'fade',
  37. 'basic / invert': 'invert',
  38. 'basic / blur': 'blur',
  39. 'adv / motion-blur': 'motion-blur',
  40. 'adv / saturation': 'saturation',
  41. 'adv / refraction': 'refraction',
  42. 'adv / mosaic': 'mosaic'
  43. } ).onFinishChange( function () {
  44. updateMaterial();
  45. } );
  46. gui.open();
  47. }
  48. function addGui( name, value, callback, isColor, min, max ) {
  49. let node;
  50. param[ name ] = value;
  51. if ( isColor ) {
  52. node = gui.addColor( param, name ).onChange( function () {
  53. callback( param[ name ] );
  54. } );
  55. } else if ( typeof value == 'object' ) {
  56. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  57. node = gui.add( param, name, value ).onChange( function () {
  58. callback( param[ name ] );
  59. } );
  60. } else {
  61. node = gui.add( param, name, min, max ).onChange( function () {
  62. callback( param[ name ] );
  63. } );
  64. }
  65. return node;
  66. }
  67. function updateMaterial() {
  68. const name = param.example;
  69. let screen, fade, scale, size;
  70. clearGui();
  71. switch ( name ) {
  72. case 'color-adjustment':
  73. // POST
  74. screen = new Nodes.ScreenNode();
  75. const hue = new Nodes.FloatNode();
  76. const sataturation = new Nodes.FloatNode( 1 );
  77. const vibrance = new Nodes.FloatNode();
  78. const brightness = new Nodes.FloatNode( 0 );
  79. const contrast = new Nodes.FloatNode( 1 );
  80. const hueNode = new Nodes.ColorAdjustmentNode( screen, hue, Nodes.ColorAdjustmentNode.HUE );
  81. const satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
  82. const vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
  83. const brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
  84. const contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
  85. nodepost.output = contrastNode;
  86. // GUI
  87. addGui( 'hue', hue.value, function ( val ) {
  88. hue.value = val;
  89. }, false, 0, Math.PI * 2 );
  90. addGui( 'saturation', sataturation.value, function ( val ) {
  91. sataturation.value = val;
  92. }, false, 0, 2 );
  93. addGui( 'vibrance', vibrance.value, function ( val ) {
  94. vibrance.value = val;
  95. }, false, - 1, 1 );
  96. addGui( 'brightness', brightness.value, function ( val ) {
  97. brightness.value = val;
  98. }, false, 0, .5 );
  99. addGui( 'contrast', contrast.value, function ( val ) {
  100. contrast.value = val;
  101. }, false, 0, 2 );
  102. break;
  103. case 'fade':
  104. // POST
  105. const color = new Nodes.ColorNode( 0xFFFFFF );
  106. const percent = new Nodes.FloatNode( .5 );
  107. fade = new Nodes.MathNode(
  108. new Nodes.ScreenNode(),
  109. color,
  110. percent,
  111. Nodes.MathNode.MIX
  112. );
  113. nodepost.output = fade;
  114. // GUI
  115. addGui( 'color', color.value.getHex(), function ( val ) {
  116. color.value.setHex( val );
  117. }, true );
  118. addGui( 'fade', percent.value, function ( val ) {
  119. percent.value = val;
  120. }, false, 0, 1 );
  121. break;
  122. case 'invert':
  123. // POST
  124. const alpha = new Nodes.FloatNode( 1 );
  125. screen = new Nodes.ScreenNode();
  126. const inverted = new Nodes.MathNode( screen, Nodes.MathNode.INVERT );
  127. fade = new Nodes.MathNode(
  128. screen,
  129. inverted,
  130. alpha,
  131. Nodes.MathNode.MIX
  132. );
  133. nodepost.output = fade;
  134. // GUI
  135. addGui( 'alpha', alpha.value, function ( val ) {
  136. alpha.value = val;
  137. }, false, 0, 1 );
  138. break;
  139. case 'blends':
  140. // POST
  141. const multiply = new Nodes.OperatorNode(
  142. new Nodes.ScreenNode(),
  143. new Nodes.TextureNode( lensflare2 ),
  144. Nodes.OperatorNode.ADD
  145. );
  146. nodepost.output = multiply;
  147. // GUI
  148. addGui( 'blend', {
  149. 'addition': Nodes.OperatorNode.ADD,
  150. 'subtract': Nodes.OperatorNode.SUB,
  151. 'multiply': Nodes.OperatorNode.MUL,
  152. 'division': Nodes.OperatorNode.DIV
  153. }, function ( val ) {
  154. multiply.op = val;
  155. nodepost.needsUpdate = true;
  156. } );
  157. break;
  158. case 'saturation':
  159. // PASS
  160. screen = new Nodes.ScreenNode();
  161. const sat = new Nodes.FloatNode( 0 );
  162. const satrgb = new Nodes.FunctionNode( [
  163. "vec3 satrgb( vec3 rgb, float adjustment ) {",
  164. // include luminance function from LuminanceNode
  165. " vec3 intensity = vec3( luminance( rgb ) );",
  166. " return mix( intensity, rgb, adjustment );",
  167. "}"
  168. ].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
  169. const saturation = new Nodes.FunctionCallNode( satrgb );
  170. saturation.inputs.rgb = screen;
  171. saturation.inputs.adjustment = sat;
  172. nodepost.output = saturation;
  173. // GUI
  174. addGui( 'saturation', sat.value, function ( val ) {
  175. sat.value = val;
  176. }, false, 0, 2 );
  177. break;
  178. case 'refraction':
  179. // POST
  180. const normal = new Nodes.TextureNode( decalNormal );
  181. const normalXY = new Nodes.SwitchNode( normal, 'xy' );
  182. scale = new Nodes.FloatNode( .5 );
  183. const normalXYFlip = new Nodes.MathNode(
  184. normalXY,
  185. Nodes.MathNode.INVERT
  186. );
  187. const offsetNormal = new Nodes.OperatorNode(
  188. normalXYFlip,
  189. new Nodes.FloatNode( .5 ),
  190. Nodes.OperatorNode.ADD
  191. );
  192. const scaleTexture = new Nodes.OperatorNode(
  193. new Nodes.SwitchNode( normal, 'z' ),
  194. offsetNormal,
  195. Nodes.OperatorNode.MUL
  196. );
  197. const scaleNormal = new Nodes.MathNode(
  198. new Nodes.FloatNode( 1 ),
  199. scaleTexture,
  200. scale,
  201. Nodes.MathNode.MIX
  202. );
  203. const offsetCoord = new Nodes.OperatorNode(
  204. new Nodes.UVNode(),
  205. scaleNormal,
  206. Nodes.OperatorNode.MUL
  207. );
  208. screen = new Nodes.ScreenNode( offsetCoord );
  209. nodepost.output = screen;
  210. // GUI
  211. addGui( 'scale', scale.value, function ( val ) {
  212. scale.value = val;
  213. }, false, 0, 1 );
  214. addGui( 'invert', false, function ( val ) {
  215. offsetNormal.a = val ? normalXYFlip : normalXY;
  216. nodepost.needsUpdate = true;
  217. } );
  218. break;
  219. case 'motion-blur':
  220. // POST
  221. size = renderer.getDrawingBufferSize( new THREE.Vector2() );
  222. screen = new Nodes.ScreenNode();
  223. const previousFrame = new Nodes.RTTNode( size.width, size.height, screen );
  224. const motionBlur = new Nodes.MathNode(
  225. previousFrame,
  226. screen,
  227. new Nodes.FloatNode( .5 ),
  228. Nodes.MathNode.MIX
  229. );
  230. const currentFrame = new Nodes.RTTNode( size.width, size.height, motionBlur );
  231. currentFrame.saveTo = previousFrame;
  232. nodepost.output = currentFrame;
  233. break;
  234. case 'mosaic':
  235. // POST
  236. scale = new Nodes.FloatNode( 128 );
  237. fade = new Nodes.FloatNode( 1 );
  238. const uv = new Nodes.UVNode();
  239. const blocks = new Nodes.OperatorNode(
  240. uv,
  241. scale,
  242. Nodes.OperatorNode.MUL
  243. );
  244. const blocksSize = new Nodes.MathNode(
  245. blocks,
  246. Nodes.MathNode.FLOOR
  247. );
  248. const mosaicUV = new Nodes.OperatorNode(
  249. blocksSize,
  250. scale,
  251. Nodes.OperatorNode.DIV
  252. );
  253. const fadeScreen = new Nodes.MathNode(
  254. uv,
  255. mosaicUV,
  256. fade,
  257. Nodes.MathNode.MIX
  258. );
  259. nodepost.output = new Nodes.ScreenNode( fadeScreen );
  260. // GUI
  261. addGui( 'scale', scale.value, function ( val ) {
  262. scale.value = val;
  263. }, false, 16, 1024 );
  264. addGui( 'fade', fade.value, function ( val ) {
  265. fade.value = val;
  266. }, false, 0, 1 );
  267. addGui( 'mask', false, function ( val ) {
  268. fadeScreen.c = val ? new Nodes.TextureNode( lensflare2 ) : fade;
  269. nodepost.needsUpdate = true;
  270. } );
  271. break;
  272. case 'blur':
  273. // POST
  274. size = renderer.getDrawingBufferSize( new THREE.Vector2() );
  275. const blurScreen = new Nodes.BlurNode( new Nodes.ScreenNode() );
  276. blurScreen.size = new THREE.Vector2( size.width, size.height );
  277. nodepost.output = blurScreen;
  278. // GUI
  279. addGui( 'blurX', blurScreen.radius.x, function ( val ) {
  280. blurScreen.radius.x = val;
  281. }, false, 0, 15 );
  282. addGui( 'blurY', blurScreen.radius.y, function ( val ) {
  283. blurScreen.radius.y = val;
  284. }, false, 0, 15 );
  285. break;
  286. }
  287. nodepost.needsUpdate = true;
  288. // test serialization
  289. /*
  290. let library = {};
  291. library[ lensflare2.uuid ] = lensflare2;
  292. library[ decalNormal.uuid ] = decalNormal;
  293. let json = nodepost.toJSON();
  294. nodepost.output = new NodeMaterialLoader( null, library ).parse( json ).value;
  295. */
  296. }
  297. function init() {
  298. renderer = new THREE.WebGLRenderer();
  299. renderer.setPixelRatio( window.devicePixelRatio );
  300. renderer.setSize( window.innerWidth, window.innerHeight );
  301. document.body.appendChild( renderer.domElement );
  302. nodepost = new Nodes.NodePostProcessing( renderer );
  303. //
  304. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  305. camera.position.z = 400;
  306. scene = new THREE.Scene();
  307. scene.fog = new THREE.Fog( 0x0066FF, 1, 1000 );
  308. object = new THREE.Object3D();
  309. scene.add( object );
  310. const geometry = new THREE.SphereGeometry( 1, 4, 4 );
  311. for ( let i = 0; i < 100; i ++ ) {
  312. const material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), flatShading: true } );
  313. const mesh = new THREE.Mesh( geometry, material );
  314. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  315. mesh.position.multiplyScalar( Math.random() * 400 );
  316. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  317. mesh.scale.x = mesh.scale.y = mesh.scale.z = 10 + ( Math.random() * 40 );
  318. object.add( mesh );
  319. }
  320. scene.add( new THREE.AmbientLight( 0x999999 ) );
  321. light = new THREE.DirectionalLight( 0xffffff );
  322. light.position.set( 1, 1, 1 );
  323. scene.add( light );
  324. //
  325. updateMaterial();
  326. window.addEventListener( 'resize', onWindowResize );
  327. }
  328. function onWindowResize() {
  329. camera.aspect = window.innerWidth / window.innerHeight;
  330. camera.updateProjectionMatrix();
  331. nodepost.setSize( window.innerWidth, window.innerHeight );
  332. }
  333. function animate() {
  334. requestAnimationFrame( animate );
  335. const delta = clock.getDelta();
  336. object.rotation.x += 0.005;
  337. object.rotation.y += 0.01;
  338. frame.update( delta );
  339. nodepost.render( scene, camera, frame );
  340. }
  341. </script>
  342. </body>
  343. </html>