webgl_postprocessing_3dlut.html 5.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - 3d luts</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> - 3D LUTs<br />
  12. Battle Damaged Sci-fi Helmet by
  13. <a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
  14. <a href="https://hdrihaven.com/hdri/?h=royal_esplanade" target="_blank" rel="noopener">Royal Esplanade</a> by <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a><br />
  15. LUTs from <a href="https://www.rocketstock.com/free-after-effects-templates/35-free-luts-for-color-grading-videos/">RocketStock</a>
  16. </div>
  17. <script type="module">
  18. import * as THREE from '../build/three.module.js';
  19. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  20. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  21. import { RGBELoader } from './jsm/loaders/RGBELoader.js';
  22. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  23. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  24. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  25. import { LUTPass } from './jsm/postprocessing/LUTPass.js';
  26. import { LUTCubeLoader } from './jsm/loaders/LUTCubeLoader.js';
  27. import { GammaCorrectionShader } from './jsm/shaders/GammaCorrectionShader.js';
  28. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  29. const params = {
  30. enabled: true,
  31. lut: 'Bourbon 64.CUBE',
  32. intensity: 1,
  33. use2DLut: false,
  34. };
  35. const lutMap = {
  36. 'Bourbon 64.CUBE': null,
  37. 'Chemical 168.CUBE': null,
  38. 'Clayton 33.CUBE': null,
  39. 'Cubicle 99.CUBE': null,
  40. 'Remy 24.CUBE': null,
  41. };
  42. let gui;
  43. let camera, scene, renderer;
  44. let composer, lutPass;
  45. init();
  46. render();
  47. function init() {
  48. const container = document.createElement( 'div' );
  49. document.body.appendChild( container );
  50. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  51. camera.position.set( - 1.8, 0.6, 2.7 );
  52. scene = new THREE.Scene();
  53. new RGBELoader()
  54. .setPath( 'textures/equirectangular/' )
  55. .load( 'royal_esplanade_1k.hdr', function ( texture ) {
  56. texture.mapping = THREE.EquirectangularReflectionMapping;
  57. scene.background = texture;
  58. scene.environment = texture;
  59. // model
  60. const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
  61. loader.load( 'DamagedHelmet.gltf', function ( gltf ) {
  62. scene.add( gltf.scene );
  63. } );
  64. } );
  65. Object.keys( lutMap ).forEach( name => {
  66. new LUTCubeLoader()
  67. .load( 'luts/' + name, function ( result ) {
  68. lutMap[ name ] = result;
  69. } );
  70. } );
  71. renderer = new THREE.WebGLRenderer();
  72. renderer.setPixelRatio( window.devicePixelRatio );
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  75. renderer.toneMappingExposure = 1;
  76. container.appendChild( renderer.domElement );
  77. const target = new THREE.WebGLRenderTarget( {
  78. minFilter: THREE.LinearFilter,
  79. magFilter: THREE.LinearFilter,
  80. format: THREE.RGBAFormat,
  81. encoding: THREE.sRGBEncoding
  82. } );
  83. composer = new EffectComposer( renderer, target );
  84. composer.setPixelRatio( window.devicePixelRatio );
  85. composer.setSize( window.innerWidth, window.innerHeight );
  86. composer.addPass( new RenderPass( scene, camera ) );
  87. composer.addPass( new ShaderPass( GammaCorrectionShader ) );
  88. lutPass = new LUTPass();
  89. composer.addPass( lutPass );
  90. const controls = new OrbitControls( camera, renderer.domElement );
  91. controls.minDistance = 2;
  92. controls.maxDistance = 10;
  93. controls.target.set( 0, 0, - 0.2 );
  94. controls.update();
  95. gui = new GUI();
  96. gui.width = 350;
  97. gui.add( params, 'enabled' );
  98. gui.add( params, 'lut', Object.keys( lutMap ) );
  99. gui.add( params, 'intensity' ).min( 0 ).max( 1 );
  100. if ( renderer.capabilities.isWebGL2 ) {
  101. gui.add( params, 'use2DLut' );
  102. } else {
  103. params.use2DLut = true;
  104. }
  105. window.addEventListener( 'resize', onWindowResize );
  106. }
  107. function onWindowResize() {
  108. camera.aspect = window.innerWidth / window.innerHeight;
  109. camera.updateProjectionMatrix();
  110. renderer.setSize( window.innerWidth, window.innerHeight );
  111. composer.setSize( window.innerWidth, window.innerHeight );
  112. render();
  113. }
  114. //
  115. function render() {
  116. requestAnimationFrame( render );
  117. lutPass.enabled = params.enabled && Boolean( lutMap[ params.lut ] );
  118. lutPass.intensity = params.intensity;
  119. if ( lutMap[ params.lut ] ) {
  120. const lut = lutMap[ params.lut ];
  121. lutPass.lut = params.use2DLut ? lut.texture : lut.texture3D;
  122. }
  123. composer.render();
  124. }
  125. </script>
  126. </body>
  127. </html>