postprocessing-3dlut-identity.html 9.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>Three.js - postprocessing - 3DLUT</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. <style>
  8. html, body {
  9. margin: 0;
  10. height: 100%;
  11. }
  12. #c {
  13. width: 100%;
  14. height: 100%;
  15. display: block;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <canvas id="c"></canvas>
  21. </body>
  22. <script type="module">
  23. import * as THREE from '../../build/three.module.js';
  24. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  25. import {GLTFLoader} from '../../examples/jsm/loaders/GLTFLoader.js';
  26. import {EffectComposer} from '../../examples/jsm/postprocessing/EffectComposer.js';
  27. import {RenderPass} from '../../examples/jsm/postprocessing/RenderPass.js';
  28. import {ShaderPass} from '../../examples/jsm/postprocessing/ShaderPass.js';
  29. import {GUI} from '../../examples/jsm/libs/lil-gui.module.min.js';
  30. function main() {
  31. const canvas = document.querySelector('#c');
  32. const renderer = new THREE.WebGLRenderer({canvas});
  33. const fov = 45;
  34. const aspect = 2; // the canvas default
  35. const near = 0.1;
  36. const far = 100;
  37. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  38. camera.position.set(0, 10, 20);
  39. const controls = new OrbitControls(camera, canvas);
  40. controls.target.set(0, 5, 0);
  41. controls.update();
  42. const makeIdentityLutTexture = function() {
  43. const identityLUT = new Uint8Array([
  44. 0, 0, 0, 255, // black
  45. 255, 0, 0, 255, // red
  46. 0, 0, 255, 255, // blue
  47. 255, 0, 255, 255, // magenta
  48. 0, 255, 0, 255, // green
  49. 255, 255, 0, 255, // yellow
  50. 0, 255, 255, 255, // cyan
  51. 255, 255, 255, 255, // white
  52. ]);
  53. return function(filter) {
  54. const texture = new THREE.DataTexture(identityLUT, 4, 2, THREE.RGBAFormat);
  55. texture.minFilter = filter;
  56. texture.magFilter = filter;
  57. texture.needsUpdate = true;
  58. texture.flipY = false;
  59. return texture;
  60. };
  61. }();
  62. const lutTextures = [
  63. {
  64. name: 'identity',
  65. size: 2,
  66. filter: true,
  67. texture: makeIdentityLutTexture(THREE.LinearFilter),
  68. },
  69. {
  70. name: 'identity not filtered',
  71. size: 2,
  72. filter: false,
  73. texture: makeIdentityLutTexture(THREE.NearestFilter),
  74. },
  75. ];
  76. const lutNameIndexMap = {};
  77. lutTextures.forEach((info, ndx) => {
  78. lutNameIndexMap[info.name] = ndx;
  79. });
  80. const lutSettings = {
  81. lut: lutNameIndexMap.identity,
  82. };
  83. const gui = new GUI({ width: 300 });
  84. gui.add(lutSettings, 'lut', lutNameIndexMap);
  85. const scene = new THREE.Scene();
  86. const sceneBG = new THREE.Scene();
  87. const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
  88. let bgMesh;
  89. let bgTexture;
  90. {
  91. const loader = new THREE.TextureLoader();
  92. bgTexture = loader.load('resources/images/beach.jpg');
  93. const planeGeo = new THREE.PlaneGeometry(2, 2);
  94. const planeMat = new THREE.MeshBasicMaterial({
  95. map: bgTexture,
  96. depthTest: false,
  97. });
  98. bgMesh = new THREE.Mesh(planeGeo, planeMat);
  99. sceneBG.add(bgMesh);
  100. }
  101. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  102. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  103. const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
  104. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  105. // compute a unit vector that points in the direction the camera is now
  106. // in the xz plane from the center of the box
  107. const direction = (new THREE.Vector3())
  108. .subVectors(camera.position, boxCenter)
  109. .multiply(new THREE.Vector3(1, 0, 1))
  110. .normalize();
  111. // move the camera to a position distance units way from the center
  112. // in whatever direction the camera was from the center already
  113. camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
  114. // pick some near and far values for the frustum that
  115. // will contain the box.
  116. camera.near = boxSize / 100;
  117. camera.far = boxSize * 100;
  118. camera.updateProjectionMatrix();
  119. // point the camera to look at the center of the box
  120. camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  121. }
  122. {
  123. const gltfLoader = new GLTFLoader();
  124. gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
  125. const root = gltf.scene;
  126. scene.add(root);
  127. // fix materials from r114
  128. root.traverse(({material}) => {
  129. if (material) {
  130. material.depthWrite = true;
  131. }
  132. });
  133. root.updateMatrixWorld();
  134. // compute the box that contains all the stuff
  135. // from root and below
  136. const box = new THREE.Box3().setFromObject(root);
  137. const boxSize = box.getSize(new THREE.Vector3()).length();
  138. const boxCenter = box.getCenter(new THREE.Vector3());
  139. frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
  140. // update the Trackball controls to handle the new size
  141. controls.maxDistance = boxSize * 10;
  142. controls.target.copy(boxCenter);
  143. controls.update();
  144. });
  145. }
  146. const lutShader = {
  147. uniforms: {
  148. tDiffuse: { value: null }, // the previous pass's result
  149. lutMap: { value: null },
  150. lutMapSize: { value: 1, },
  151. },
  152. vertexShader: `
  153. varying vec2 vUv;
  154. void main() {
  155. vUv = uv;
  156. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  157. }
  158. `,
  159. fragmentShader: `
  160. #include <common>
  161. #define FILTER_LUT true
  162. uniform sampler2D tDiffuse;
  163. uniform sampler2D lutMap;
  164. uniform float lutMapSize;
  165. varying vec2 vUv;
  166. vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
  167. float sliceSize = 1.0 / size; // space of 1 slice
  168. float slicePixelSize = sliceSize / size; // space of 1 pixel
  169. float width = size - 1.0;
  170. float sliceInnerSize = slicePixelSize * width; // space of size pixels
  171. float zSlice0 = floor( texCoord.z * width);
  172. float zSlice1 = min( zSlice0 + 1.0, width);
  173. float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
  174. float yRange = (texCoord.y * width + 0.5) / size;
  175. float s0 = xOffset + (zSlice0 * sliceSize);
  176. #ifdef FILTER_LUT
  177. float s1 = xOffset + (zSlice1 * sliceSize);
  178. vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
  179. vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
  180. float zOffset = mod(texCoord.z * width, 1.0);
  181. return mix(slice0Color, slice1Color, zOffset);
  182. #else
  183. return texture2D(tex, vec2( s0, yRange));
  184. #endif
  185. }
  186. void main() {
  187. vec4 originalColor = texture2D(tDiffuse, vUv);
  188. gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
  189. }
  190. `,
  191. };
  192. const lutNearestShader = {
  193. uniforms: {...lutShader.uniforms},
  194. vertexShader: lutShader.vertexShader,
  195. fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
  196. };
  197. const effectLUT = new ShaderPass(lutShader);
  198. effectLUT.renderToScreen = true;
  199. const effectLUTNearest = new ShaderPass(lutNearestShader);
  200. effectLUTNearest.renderToScreen = true;
  201. const renderModel = new RenderPass(scene, camera);
  202. renderModel.clear = false; // so we don't clear out the background
  203. const renderBG = new RenderPass(sceneBG, cameraBG);
  204. renderModel.clear = false;
  205. const rtParameters = {
  206. minFilter: THREE.LinearFilter,
  207. magFilter: THREE.LinearFilter,
  208. format: THREE.RGBFormat,
  209. };
  210. const composer = new EffectComposer(renderer, new THREE.WebGLRenderTarget(1, 1, rtParameters));
  211. composer.addPass(renderBG);
  212. composer.addPass(renderModel);
  213. composer.addPass(effectLUT);
  214. composer.addPass(effectLUTNearest);
  215. function resizeRendererToDisplaySize(renderer) {
  216. const canvas = renderer.domElement;
  217. const width = canvas.clientWidth * window.devicePixelRatio | 0;
  218. const height = canvas.clientHeight * window.devicePixelRatio | 0;
  219. const needResize = canvas.width !== width || canvas.height !== height;
  220. if (needResize) {
  221. renderer.setSize(width, height, false);
  222. }
  223. return needResize;
  224. }
  225. let then = 0;
  226. function render(now) {
  227. now *= 0.001; // convert to seconds
  228. const delta = now - then;
  229. then = now;
  230. if (resizeRendererToDisplaySize(renderer)) {
  231. const canvas = renderer.domElement;
  232. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  233. camera.aspect = canvasAspect;
  234. camera.updateProjectionMatrix();
  235. composer.setSize(canvas.width, canvas.height);
  236. // scale the background plane to keep the image's
  237. // aspect correct.
  238. // Note the image may not have loaded yet.
  239. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  240. const aspect = imageAspect / canvasAspect;
  241. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  242. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  243. }
  244. const lutInfo = lutTextures[lutSettings.lut];
  245. const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
  246. effectLUT.enabled = lutInfo.filter;
  247. effectLUTNearest.enabled = !lutInfo.filter;
  248. const lutTexture = lutInfo.texture;
  249. effect.uniforms.lutMap.value = lutTexture;
  250. effect.uniforms.lutMapSize.value = lutInfo.size;
  251. composer.render(delta);
  252. requestAnimationFrame(render);
  253. }
  254. requestAnimationFrame(render);
  255. }
  256. main();
  257. </script>
  258. </html>