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postprocessing-custom.html 3.9 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - PostProcessing - Custom</title>
  8. <style>
  9. html, body {
  10. height: 100%;
  11. margin: 0;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <script type="module">
  24. import * as THREE from '../../build/three.module.js';
  25. import {EffectComposer} from '../../examples/jsm/postprocessing/EffectComposer.js';
  26. import {RenderPass} from '../../examples/jsm/postprocessing/RenderPass.js';
  27. import {ShaderPass} from '../../examples/jsm/postprocessing/ShaderPass.js';
  28. import {GUI} from '../../examples/jsm/libs/lil-gui.module.min.js';
  29. function main() {
  30. const canvas = document.querySelector('#c');
  31. const renderer = new THREE.WebGLRenderer({canvas});
  32. const fov = 75;
  33. const aspect = 2; // the canvas default
  34. const near = 0.1;
  35. const far = 5;
  36. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  37. camera.position.z = 2;
  38. const scene = new THREE.Scene();
  39. {
  40. const color = 0xFFFFFF;
  41. const intensity = 2;
  42. const light = new THREE.DirectionalLight(color, intensity);
  43. light.position.set(-1, 2, 4);
  44. scene.add(light);
  45. }
  46. const boxWidth = 1;
  47. const boxHeight = 1;
  48. const boxDepth = 1;
  49. const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  50. function makeInstance(geometry, color, x) {
  51. const material = new THREE.MeshPhongMaterial({color});
  52. const cube = new THREE.Mesh(geometry, material);
  53. scene.add(cube);
  54. cube.position.x = x;
  55. return cube;
  56. }
  57. const cubes = [
  58. makeInstance(geometry, 0x44aa88, 0),
  59. makeInstance(geometry, 0x8844aa, -2),
  60. makeInstance(geometry, 0xaa8844, 2),
  61. ];
  62. const composer = new EffectComposer(renderer);
  63. composer.addPass(new RenderPass(scene, camera));
  64. const colorShader = {
  65. uniforms: {
  66. tDiffuse: { value: null },
  67. color: { value: new THREE.Color(0x88CCFF) },
  68. },
  69. vertexShader: `
  70. varying vec2 vUv;
  71. void main() {
  72. vUv = uv;
  73. gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
  74. }
  75. `,
  76. fragmentShader: `
  77. uniform vec3 color;
  78. uniform sampler2D tDiffuse;
  79. varying vec2 vUv;
  80. void main() {
  81. vec4 previousPassColor = texture2D(tDiffuse, vUv);
  82. gl_FragColor = vec4(
  83. previousPassColor.rgb * color,
  84. previousPassColor.a);
  85. }
  86. `,
  87. };
  88. const colorPass = new ShaderPass(colorShader);
  89. colorPass.renderToScreen = true;
  90. composer.addPass(colorPass);
  91. function resizeRendererToDisplaySize(renderer) {
  92. const canvas = renderer.domElement;
  93. const width = canvas.clientWidth;
  94. const height = canvas.clientHeight;
  95. const needResize = canvas.width !== width || canvas.height !== height;
  96. if (needResize) {
  97. renderer.setSize(width, height, false);
  98. }
  99. return needResize;
  100. }
  101. const gui = new GUI();
  102. gui.add(colorPass.uniforms.color.value, 'r', 0, 4).name('red');
  103. gui.add(colorPass.uniforms.color.value, 'g', 0, 4).name('green');
  104. gui.add(colorPass.uniforms.color.value, 'b', 0, 4).name('blue');
  105. let then = 0;
  106. function render(now) {
  107. now *= 0.001; // convert to seconds
  108. const deltaTime = now - then;
  109. then = now;
  110. if (resizeRendererToDisplaySize(renderer)) {
  111. const canvas = renderer.domElement;
  112. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  113. camera.updateProjectionMatrix();
  114. composer.setSize(canvas.width, canvas.height);
  115. }
  116. cubes.forEach((cube, ndx) => {
  117. const speed = 1 + ndx * .1;
  118. const rot = now * speed;
  119. cube.rotation.x = rot;
  120. cube.rotation.y = rot;
  121. });
  122. composer.render(deltaTime);
  123. requestAnimationFrame(render);
  124. }
  125. requestAnimationFrame(render);
  126. }
  127. main();
  128. </script>
  129. </html>