webgl_postprocessing_pixel.html 4.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - pixel shader</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. <script src="../build/three.js"></script>
  11. <script src="js/shaders/CopyShader.js"></script>
  12. <script src="js/shaders/PixelShader.js"></script>
  13. <script src="js/postprocessing/EffectComposer.js"></script>
  14. <script src="js/postprocessing/RenderPass.js"></script>
  15. <script src="js/postprocessing/ShaderPass.js"></script>
  16. <script src="js/controls/TrackballControls.js"></script>
  17. <script src='js/libs/dat.gui.min.js'></script>
  18. <div id="container"></div>
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - pixel shader by <a href="http://wongbryan.github.io">wongbryan</a>
  21. </div>
  22. <script>
  23. var camera, scene, renderer, gui, composer, controls;
  24. var pixelPass, params;
  25. var group;
  26. init();
  27. animate();
  28. function updateGUI() {
  29. pixelPass.uniforms[ "pixelSize" ].value = params.pixelSize;
  30. }
  31. function resize() {
  32. camera.aspect = window.innerWidth / window.innerHeight;
  33. camera.updateProjectionMatrix();
  34. renderer.setSize( window.innerWidth, window.innerHeight );
  35. pixelPass.uniforms[ "resolution" ].value.set( window.innerWidth, window.innerHeight ).multiplyScalar( window.devicePixelRatio );
  36. }
  37. function init() {
  38. var container = document.getElementById( 'container' );
  39. renderer = new THREE.WebGLRenderer( { antialias: true } );
  40. renderer.setPixelRatio( window.devicePixelRatio );
  41. renderer.setSize( window.innerWidth, window.innerHeight );
  42. container.appendChild( renderer.domElement );
  43. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
  44. camera.position.set( 0, 0, 30 );
  45. controls = new THREE.TrackballControls( camera, renderer.domElement );
  46. controls.rotateSpeed = 2.0;
  47. controls.panSpeed = 0.8;
  48. controls.zoomSpeed = 1.5;
  49. scene = new THREE.Scene();
  50. var hemisphereLight = new THREE.HemisphereLight( 0xfceafc, 0x000000, .8 );
  51. scene.add( hemisphereLight );
  52. var dirLight = new THREE.DirectionalLight( 0xffffff, .5 );
  53. dirLight.position.set( 150, 75, 150 );
  54. scene.add( dirLight );
  55. var dirLight2 = new THREE.DirectionalLight( 0xffffff, .2 );
  56. dirLight2.position.set( - 150, 75, - 150 );
  57. scene.add( dirLight2 );
  58. var dirLight3 = new THREE.DirectionalLight( 0xffffff, .1 );
  59. dirLight3.position.set( 0, 125, 0 );
  60. scene.add( dirLight3 );
  61. var geometries = [
  62. new THREE.SphereBufferGeometry( 1, 64, 64 ),
  63. new THREE.BoxBufferGeometry( 1, 1, 1 ),
  64. new THREE.ConeBufferGeometry( 1, 1, 32 ),
  65. new THREE.TetrahedronBufferGeometry( 1 ),
  66. new THREE.TorusKnotBufferGeometry( 1, .4 )
  67. ];
  68. group = new THREE.Group();
  69. for ( var i = 0; i < 25; i ++ ) {
  70. var geom = geometries[ Math.floor( Math.random() * geometries.length ) ];
  71. var color = new THREE.Color();
  72. color.setHSL( Math.random(), .7 + .2 * Math.random(), .5 + .1 * Math.random() );
  73. var mat = new THREE.MeshPhongMaterial( { color: color, shininess: 200 } );
  74. var mesh = new THREE.Mesh( geom, mat );
  75. var s = 4 + Math.random() * 10;
  76. mesh.scale.set( s, s, s );
  77. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  78. mesh.position.multiplyScalar( Math.random() * 200 );
  79. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  80. group.add( mesh );
  81. }
  82. scene.add( group );
  83. composer = new THREE.EffectComposer( renderer );
  84. composer.addPass( new THREE.RenderPass( scene, camera ) );
  85. pixelPass = new THREE.ShaderPass( THREE.PixelShader );
  86. pixelPass.uniforms[ "resolution" ].value = new THREE.Vector2( window.innerWidth, window.innerHeight );
  87. pixelPass.uniforms[ "resolution" ].value.multiplyScalar( window.devicePixelRatio );
  88. composer.addPass( pixelPass );
  89. window.addEventListener( 'resize', resize );
  90. params = {
  91. pixelSize: 16,
  92. postprocessing: true
  93. };
  94. gui = new dat.GUI();
  95. gui.add( params, 'pixelSize' ).min( 2 ).max( 32 ).step( 2 );
  96. gui.add( params, 'postprocessing' );
  97. }
  98. function update() {
  99. controls.update();
  100. updateGUI();
  101. group.rotation.y += .0015;
  102. group.rotation.z += .001;
  103. }
  104. function animate() {
  105. update();
  106. if ( params.postprocessing ) {
  107. composer.render();
  108. } else {
  109. renderer.render( scene, camera );
  110. }
  111. window.requestAnimationFrame( animate );
  112. }
  113. </script>
  114. </body>
  115. </html>