webgl_postprocessing_rgb_halftone.html 6.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl</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/postprocessing/EffectComposer.js"></script>
  12. <script src="js/postprocessing/RenderPass.js"></script>
  13. <script src="js/postprocessing/ShaderPass.js"></script>
  14. <script src="js/postprocessing/HalftonePass.js"></script>
  15. <script src="js/shaders/CopyShader.js"></script>
  16. <script src="js/shaders/HalftoneShader.js"></script>
  17. <script src="js/shaders/DepthLimitedBlurShader.js"></script>
  18. <script src="js/shaders/UnpackDepthRGBAShader.js"></script>
  19. <script src="js/controls/OrbitControls.js"></script>
  20. <script src="js/WebGL.js"></script>
  21. <script src='js/libs/stats.min.js'></script>
  22. <script src='js/libs/dat.gui.min.js'></script>
  23. <div id="info">
  24. <a href="http://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - RGB Halftone post-processing by
  25. <a href="https://github.com/meatbags" target="_blank">Xavier Burrow</a>
  26. </div>
  27. <script>
  28. if ( WEBGL.isWebGLAvailable() === false ) {
  29. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  30. }
  31. // setup
  32. var renderer, clock, camera, controls, stats, rotationSpeed;
  33. renderer = new THREE.WebGLRenderer();
  34. renderer.setPixelRatio( window.devicePixelRatio );
  35. renderer.setSize( window.innerWidth, window.innerHeight );
  36. clock = new THREE.Clock();
  37. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  38. camera.position.z = 12;
  39. rotationSpeed = Math.PI / 64;
  40. stats = new Stats();
  41. document.body.appendChild( renderer.domElement );
  42. document.body.appendChild( stats.dom );
  43. // camera controls
  44. controls = new THREE.OrbitControls( camera, renderer.domElement );
  45. controls.target.set( 0, 0, 0 );
  46. controls.update();
  47. // scene
  48. var scene, group, mat, floor, light;
  49. scene = new THREE.Scene();
  50. scene.background = new THREE.Color( 0x444444 );
  51. group = new THREE.Group();
  52. floor = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 1, 100 ), new THREE.MeshPhongMaterial( {} ) );
  53. floor.position.y = - 10;
  54. light = new THREE.PointLight( 0xffffff, 1.0, 50, 2 );
  55. light.position.y = 2;
  56. group.add( floor, light );
  57. scene.add( group );
  58. mat = new THREE.ShaderMaterial( {
  59. uniforms: {},
  60. vertexShader: [
  61. "varying vec2 vUV;",
  62. "varying vec3 vNormal;",
  63. "void main() {",
  64. "vUV = uv;",
  65. "vNormal = vec3( normal );",
  66. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  67. "}"
  68. ].join( "\n" ),
  69. fragmentShader: [
  70. "varying vec2 vUV;",
  71. "varying vec3 vNormal;",
  72. "void main() {",
  73. "vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
  74. "gl_FragColor = c;",
  75. "}"
  76. ].join( "\n" )
  77. } );
  78. for ( var i = 0; i < 50; ++ i ) {
  79. // fill scene with coloured cubes
  80. var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 2, 2, 2 ), mat );
  81. mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
  82. mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
  83. group.add( mesh );
  84. }
  85. // post-processing
  86. var composer, renderPass, halftonePass, params;
  87. composer = new THREE.EffectComposer( renderer );
  88. renderPass = new THREE.RenderPass( scene, camera );
  89. params = {
  90. shape: 1,
  91. radius: 4,
  92. rotateR: Math.PI / 12,
  93. rotateB: Math.PI / 12 * 2,
  94. rotateG: Math.PI / 12 * 3,
  95. scatter: 0,
  96. blending: 1,
  97. blendingMode: 1,
  98. greyscale: false,
  99. disable: false
  100. };
  101. halftonePass = new THREE.HalftonePass( window.innerWidth, window.innerHeight, params );
  102. composer.addPass( renderPass );
  103. composer.addPass( halftonePass );
  104. window.onresize = function () {
  105. // resize composer
  106. renderer.setSize( window.innerWidth, window.innerHeight );
  107. composer.setSize( window.innerWidth, window.innerHeight );
  108. camera.aspect = window.innerWidth / window.innerHeight;
  109. camera.updateProjectionMatrix();
  110. };
  111. // GUI
  112. var controller, gui, onGUIChange;
  113. controller = {
  114. radius: halftonePass.uniforms[ "radius" ].value,
  115. rotateR: halftonePass.uniforms[ "rotateR" ].value / ( Math.PI / 180 ),
  116. rotateG: halftonePass.uniforms[ "rotateG" ].value / ( Math.PI / 180 ),
  117. rotateB: halftonePass.uniforms[ "rotateB" ].value / ( Math.PI / 180 ),
  118. scatter: halftonePass.uniforms[ "scatter" ].value,
  119. shape: halftonePass.uniforms[ "shape" ].value,
  120. greyscale: halftonePass.uniforms[ "greyscale" ].value,
  121. blending: halftonePass.uniforms[ "blending" ].value,
  122. blendingMode: halftonePass.uniforms[ "blendingMode" ].value,
  123. disable: halftonePass.uniforms[ "disable" ].value
  124. };
  125. onGUIChange = function () {
  126. // update uniforms
  127. halftonePass.uniforms[ "radius" ].value = controller.radius;
  128. halftonePass.uniforms[ "rotateR" ].value = controller.rotateR * ( Math.PI / 180 );
  129. halftonePass.uniforms[ "rotateG" ].value = controller.rotateG * ( Math.PI / 180 );
  130. halftonePass.uniforms[ "rotateB" ].value = controller.rotateB * ( Math.PI / 180 );
  131. halftonePass.uniforms[ "scatter" ].value = controller.scatter;
  132. halftonePass.uniforms[ "shape" ].value = controller.shape;
  133. halftonePass.uniforms[ "greyscale" ].value = controller.greyscale;
  134. halftonePass.uniforms[ "blending" ].value = controller.blending;
  135. halftonePass.uniforms[ "blendingMode" ].value = controller.blendingMode;
  136. halftonePass.uniforms[ "disable" ].value = controller.disable;
  137. };
  138. gui = new dat.GUI();
  139. gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
  140. gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
  141. gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
  142. gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
  143. gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
  144. gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
  145. gui.add( controller, 'greyscale' ).onChange( onGUIChange );
  146. gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
  147. gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
  148. gui.add( controller, 'disable' ).onChange( onGUIChange );
  149. function loop() {
  150. // demo loop
  151. var delta = clock.getDelta();
  152. requestAnimationFrame( loop );
  153. stats.update();
  154. group.rotation.y += delta * rotationSpeed;
  155. composer.render( delta );
  156. }
  157. loop();
  158. </script>
  159. </body>
  160. </html>