postprocessing-3dlut.html 13 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 lutTextures = [
  43. { name: 'identity', size: 2, filter: true , },
  44. { name: 'identity no filter', size: 2, filter: false, },
  45. { name: 'custom', url: 'resources/images/lut/3dlut-red-only-s16.png' },
  46. { name: 'monochrome', url: 'resources/images/lut/monochrome-s8.png' },
  47. { name: 'sepia', url: 'resources/images/lut/sepia-s8.png' },
  48. { name: 'saturated', url: 'resources/images/lut/saturated-s8.png', },
  49. { name: 'posterize', url: 'resources/images/lut/posterize-s8n.png', },
  50. { name: 'posterize-3-rgb', url: 'resources/images/lut/posterize-3-rgb-s8n.png', },
  51. { name: 'posterize-3-lab', url: 'resources/images/lut/posterize-3-lab-s8n.png', },
  52. { name: 'posterize-4-lab', url: 'resources/images/lut/posterize-4-lab-s8n.png', },
  53. { name: 'posterize-more', url: 'resources/images/lut/posterize-more-s8n.png', },
  54. { name: 'inverse', url: 'resources/images/lut/inverse-s8.png', },
  55. { name: 'color negative', url: 'resources/images/lut/color-negative-s8.png', },
  56. { name: 'high contrast', url: 'resources/images/lut/high-contrast-bw-s8.png', },
  57. { name: 'funky contrast', url: 'resources/images/lut/funky-contrast-s8.png', },
  58. { name: 'nightvision', url: 'resources/images/lut/nightvision-s8.png', },
  59. { name: 'thermal', url: 'resources/images/lut/thermal-s8.png', },
  60. { name: 'b/w', url: 'resources/images/lut/black-white-s8n.png', },
  61. { name: 'hue +60', url: 'resources/images/lut/hue-plus-60-s8.png', },
  62. { name: 'hue +180', url: 'resources/images/lut/hue-plus-180-s8.png', },
  63. { name: 'hue -60', url: 'resources/images/lut/hue-minus-60-s8.png', },
  64. { name: 'red to cyan', url: 'resources/images/lut/red-to-cyan-s8.png' },
  65. { name: 'blues', url: 'resources/images/lut/blues-s8.png' },
  66. { name: 'infrared', url: 'resources/images/lut/infrared-s8.png' },
  67. { name: 'radioactive', url: 'resources/images/lut/radioactive-s8.png' },
  68. { name: 'goolgey', url: 'resources/images/lut/googley-s8.png' },
  69. { name: 'bgy', url: 'resources/images/lut/bgy-s8.png' },
  70. ];
  71. const makeIdentityLutTexture = function() {
  72. const identityLUT = new Uint8Array([
  73. 0, 0, 0, 255, // black
  74. 255, 0, 0, 255, // red
  75. 0, 0, 255, 255, // blue
  76. 255, 0, 255, 255, // magenta
  77. 0, 255, 0, 255, // green
  78. 255, 255, 0, 255, // yellow
  79. 0, 255, 255, 255, // cyan
  80. 255, 255, 255, 255, // white
  81. ]);
  82. return function(filter) {
  83. const texture = new THREE.DataTexture(identityLUT, 4, 2, THREE.RGBAFormat);
  84. texture.minFilter = filter;
  85. texture.magFilter = filter;
  86. texture.needsUpdate = true;
  87. texture.flipY = false;
  88. return texture;
  89. };
  90. }();
  91. const makeLUTTexture = function() {
  92. const imgLoader = new THREE.ImageLoader();
  93. const ctx = document.createElement('canvas').getContext('2d');
  94. return function(info) {
  95. const texture = makeIdentityLutTexture(
  96. info.filter ? THREE.LinearFilter : THREE.NearestFilter);
  97. if (info.url) {
  98. const lutSize = info.size;
  99. // set the size to 2 (the identity size). We'll restore it when the
  100. // image has loaded. This way the code using the lut doesn't have to
  101. // care if the image has loaded or not
  102. info.size = 2;
  103. imgLoader.load(info.url, function(image) {
  104. const width = lutSize * lutSize;
  105. const height = lutSize;
  106. info.size = lutSize;
  107. ctx.canvas.width = width;
  108. ctx.canvas.height = height;
  109. ctx.drawImage(image, 0, 0);
  110. const imageData = ctx.getImageData(0, 0, width, height);
  111. texture.image.data = new Uint8Array(imageData.data.buffer);
  112. texture.image.width = width;
  113. texture.image.height = height;
  114. texture.needsUpdate = true;
  115. });
  116. }
  117. return texture;
  118. };
  119. }();
  120. lutTextures.forEach((info) => {
  121. // if not size set get it from the filename
  122. if (!info.size) {
  123. // assumes filename ends in '-s<num>[n]'
  124. // where <num> is the size of the 3DLUT cube
  125. // and [n] means 'no filtering' or 'nearest'
  126. //
  127. // examples:
  128. // 'foo-s16.png' = size:16, filter: true
  129. // 'bar-s8n.png' = size:8, filter: false
  130. const m = /-s(\d+)(n*)\.[^.]+$/.exec(info.url);
  131. if (m) {
  132. info.size = parseInt(m[1]);
  133. info.filter = info.filter === undefined ? m[2] !== 'n' : info.filter;
  134. }
  135. }
  136. info.texture = makeLUTTexture(info);
  137. });
  138. const lutNameIndexMap = {};
  139. lutTextures.forEach((info, ndx) => {
  140. lutNameIndexMap[info.name] = ndx;
  141. });
  142. const lutSettings = {
  143. lut: lutNameIndexMap.custom,
  144. };
  145. const gui = new GUI({ width: 300 });
  146. gui.add(lutSettings, 'lut', lutNameIndexMap);
  147. const scene = new THREE.Scene();
  148. const sceneBG = new THREE.Scene();
  149. const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
  150. let bgMesh;
  151. let bgTexture;
  152. {
  153. const loader = new THREE.TextureLoader();
  154. bgTexture = loader.load('resources/images/beach.jpg');
  155. const planeGeo = new THREE.PlaneGeometry(2, 2);
  156. const planeMat = new THREE.MeshBasicMaterial({
  157. map: bgTexture,
  158. depthTest: false,
  159. });
  160. bgMesh = new THREE.Mesh(planeGeo, planeMat);
  161. sceneBG.add(bgMesh);
  162. }
  163. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  164. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  165. const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
  166. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  167. // compute a unit vector that points in the direction the camera is now
  168. // in the xz plane from the center of the box
  169. const direction = (new THREE.Vector3())
  170. .subVectors(camera.position, boxCenter)
  171. .multiply(new THREE.Vector3(1, 0, 1))
  172. .normalize();
  173. // move the camera to a position distance units way from the center
  174. // in whatever direction the camera was from the center already
  175. camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
  176. // pick some near and far values for the frustum that
  177. // will contain the box.
  178. camera.near = boxSize / 100;
  179. camera.far = boxSize * 100;
  180. camera.updateProjectionMatrix();
  181. // point the camera to look at the center of the box
  182. camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  183. }
  184. {
  185. const gltfLoader = new GLTFLoader();
  186. gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
  187. const root = gltf.scene;
  188. scene.add(root);
  189. // fix materials from r114
  190. root.traverse(({material}) => {
  191. if (material) {
  192. material.depthWrite = true;
  193. }
  194. });
  195. root.updateMatrixWorld();
  196. // compute the box that contains all the stuff
  197. // from root and below
  198. const box = new THREE.Box3().setFromObject(root);
  199. const boxSize = box.getSize(new THREE.Vector3()).length();
  200. const boxCenter = box.getCenter(new THREE.Vector3());
  201. frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
  202. // update the Trackball controls to handle the new size
  203. controls.maxDistance = boxSize * 10;
  204. controls.target.copy(boxCenter);
  205. controls.update();
  206. });
  207. }
  208. const lutShader = {
  209. uniforms: {
  210. tDiffuse: { value: null },
  211. lutMap: { value: null },
  212. lutMapSize: { value: 1, },
  213. },
  214. vertexShader: `
  215. varying vec2 vUv;
  216. void main() {
  217. vUv = uv;
  218. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  219. }
  220. `,
  221. fragmentShader: `
  222. #include <common>
  223. #define FILTER_LUT true
  224. uniform sampler2D tDiffuse;
  225. uniform sampler2D lutMap;
  226. uniform float lutMapSize;
  227. varying vec2 vUv;
  228. vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
  229. float sliceSize = 1.0 / size; // space of 1 slice
  230. float slicePixelSize = sliceSize / size; // space of 1 pixel
  231. float width = size - 1.0;
  232. float sliceInnerSize = slicePixelSize * width; // space of size pixels
  233. float zSlice0 = floor( texCoord.z * width);
  234. float zSlice1 = min( zSlice0 + 1.0, width);
  235. float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
  236. float yRange = (texCoord.y * width + 0.5) / size;
  237. float s0 = xOffset + (zSlice0 * sliceSize);
  238. #ifdef FILTER_LUT
  239. float s1 = xOffset + (zSlice1 * sliceSize);
  240. vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
  241. vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
  242. float zOffset = mod(texCoord.z * width, 1.0);
  243. return mix(slice0Color, slice1Color, zOffset);
  244. #else
  245. return texture2D(tex, vec2( s0, yRange));
  246. #endif
  247. }
  248. void main() {
  249. vec4 originalColor = texture2D(tDiffuse, vUv);
  250. gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
  251. }
  252. `,
  253. };
  254. const lutNearestShader = {
  255. uniforms: {...lutShader.uniforms},
  256. vertexShader: lutShader.vertexShader,
  257. fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
  258. };
  259. const effectLUT = new ShaderPass(lutShader);
  260. effectLUT.renderToScreen = true;
  261. const effectLUTNearest = new ShaderPass(lutNearestShader);
  262. effectLUTNearest.renderToScreen = true;
  263. const renderModel = new RenderPass(scene, camera);
  264. renderModel.clear = false; // so we don't clear out the background
  265. const renderBG = new RenderPass(sceneBG, cameraBG);
  266. const rtParameters = {
  267. minFilter: THREE.LinearFilter,
  268. magFilter: THREE.LinearFilter,
  269. format: THREE.RGBFormat,
  270. };
  271. const composer = new EffectComposer(renderer, new THREE.WebGLRenderTarget(1, 1, rtParameters));
  272. composer.addPass(renderBG);
  273. composer.addPass(renderModel);
  274. composer.addPass(effectLUT);
  275. composer.addPass(effectLUTNearest);
  276. function resizeRendererToDisplaySize(renderer) {
  277. const canvas = renderer.domElement;
  278. const width = canvas.clientWidth * window.devicePixelRatio | 0;
  279. const height = canvas.clientHeight * window.devicePixelRatio | 0;
  280. const needResize = canvas.width !== width || canvas.height !== height;
  281. if (needResize) {
  282. renderer.setSize(width, height, false);
  283. }
  284. return needResize;
  285. }
  286. let then = 0;
  287. function render(now) {
  288. now *= 0.001; // convert to seconds
  289. const delta = now - then;
  290. then = now;
  291. if (resizeRendererToDisplaySize(renderer)) {
  292. const canvas = renderer.domElement;
  293. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  294. camera.aspect = canvasAspect;
  295. camera.updateProjectionMatrix();
  296. composer.setSize(canvas.width, canvas.height);
  297. // scale the background plane to keep the image's
  298. // aspect correct.
  299. // Note the image may not have loaded yet.
  300. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  301. const aspect = imageAspect / canvasAspect;
  302. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  303. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  304. }
  305. const lutInfo = lutTextures[ lutSettings.lut ];
  306. const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
  307. effectLUT.enabled = lutInfo.filter;
  308. effectLUTNearest.enabled = !lutInfo.filter;
  309. const lutTexture = lutInfo.texture;
  310. effect.uniforms.lutMap.value = lutTexture;
  311. effect.uniforms.lutMapSize.value = lutInfo.size;
  312. composer.render(delta);
  313. requestAnimationFrame(render);
  314. }
  315. requestAnimationFrame(render);
  316. }
  317. main();
  318. </script>
  319. </html>