webgl_postprocessing_nodes.html 12 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing with nodes</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> - Node-Based Post-Processing
  12. </div>
  13. <!-- Import maps polyfill -->
  14. <!-- Remove this when import maps will be widely supported -->
  15. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  26. import * as Nodes from './jsm/nodes/Nodes.js';
  27. let camera, scene, renderer;
  28. let object, light, nodepost;
  29. let gui;
  30. const clock = new THREE.Clock();
  31. const frame = new Nodes.NodeFrame();
  32. const param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'color-adjustment' };
  33. const textureLoader = new THREE.TextureLoader();
  34. const lensflare2 = textureLoader.load( 'textures/lensflare/lensflare0.png' );
  35. lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
  36. const decalNormal = textureLoader.load( 'textures/decal/decal-normal.jpg' );
  37. decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;
  38. init();
  39. animate();
  40. function clearGui() {
  41. if ( gui ) gui.destroy();
  42. gui = new GUI();
  43. gui.add( param, 'example', {
  44. 'basic / color-adjustment': 'color-adjustment',
  45. 'basic / blends': 'blends',
  46. 'basic / fade': 'fade',
  47. 'basic / invert': 'invert',
  48. 'basic / blur': 'blur',
  49. 'adv / motion-blur': 'motion-blur',
  50. 'adv / saturation': 'saturation',
  51. 'adv / refraction': 'refraction',
  52. 'adv / mosaic': 'mosaic'
  53. } ).onFinishChange( function () {
  54. updateMaterial();
  55. } );
  56. gui.open();
  57. }
  58. function addGui( name, value, callback, isColor, min, max ) {
  59. let node;
  60. param[ name ] = value;
  61. if ( isColor ) {
  62. node = gui.addColor( param, name ).onChange( function () {
  63. callback( param[ name ] );
  64. } );
  65. } else if ( typeof value == 'object' ) {
  66. param[ name ] = value[ Object.keys( value )[ 0 ] ];
  67. node = gui.add( param, name, value ).onChange( function () {
  68. callback( param[ name ] );
  69. } );
  70. } else {
  71. node = gui.add( param, name, min, max ).onChange( function () {
  72. callback( param[ name ] );
  73. } );
  74. }
  75. return node;
  76. }
  77. function updateMaterial() {
  78. const name = param.example;
  79. let screen, fade, scale, size;
  80. clearGui();
  81. switch ( name ) {
  82. case 'color-adjustment':
  83. // POST
  84. screen = new Nodes.ScreenNode();
  85. const hue = new Nodes.FloatNode();
  86. const sataturation = new Nodes.FloatNode( 1 );
  87. const vibrance = new Nodes.FloatNode();
  88. const brightness = new Nodes.FloatNode( 0 );
  89. const contrast = new Nodes.FloatNode( 1 );
  90. const hueNode = new Nodes.ColorAdjustmentNode( screen, hue, Nodes.ColorAdjustmentNode.HUE );
  91. const satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
  92. const vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
  93. const brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
  94. const contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
  95. nodepost.output = contrastNode;
  96. // GUI
  97. addGui( 'hue', hue.value, function ( val ) {
  98. hue.value = val;
  99. }, false, 0, Math.PI * 2 );
  100. addGui( 'saturation', sataturation.value, function ( val ) {
  101. sataturation.value = val;
  102. }, false, 0, 2 );
  103. addGui( 'vibrance', vibrance.value, function ( val ) {
  104. vibrance.value = val;
  105. }, false, - 1, 1 );
  106. addGui( 'brightness', brightness.value, function ( val ) {
  107. brightness.value = val;
  108. }, false, 0, .5 );
  109. addGui( 'contrast', contrast.value, function ( val ) {
  110. contrast.value = val;
  111. }, false, 0, 2 );
  112. break;
  113. case 'fade':
  114. // POST
  115. const color = new Nodes.ColorNode( 0xFFFFFF );
  116. const percent = new Nodes.FloatNode( .5 );
  117. fade = new Nodes.MathNode(
  118. new Nodes.ScreenNode(),
  119. color,
  120. percent,
  121. Nodes.MathNode.MIX
  122. );
  123. nodepost.output = fade;
  124. // GUI
  125. addGui( 'color', color.value.getHex(), function ( val ) {
  126. color.value.setHex( val );
  127. }, true );
  128. addGui( 'fade', percent.value, function ( val ) {
  129. percent.value = val;
  130. }, false, 0, 1 );
  131. break;
  132. case 'invert':
  133. // POST
  134. const alpha = new Nodes.FloatNode( 1 );
  135. screen = new Nodes.ScreenNode();
  136. const inverted = new Nodes.MathNode( screen, Nodes.MathNode.INVERT );
  137. fade = new Nodes.MathNode(
  138. screen,
  139. inverted,
  140. alpha,
  141. Nodes.MathNode.MIX
  142. );
  143. nodepost.output = fade;
  144. // GUI
  145. addGui( 'alpha', alpha.value, function ( val ) {
  146. alpha.value = val;
  147. }, false, 0, 1 );
  148. break;
  149. case 'blends':
  150. // POST
  151. const multiply = new Nodes.OperatorNode(
  152. new Nodes.ScreenNode(),
  153. new Nodes.TextureNode( lensflare2 ),
  154. Nodes.OperatorNode.ADD
  155. );
  156. nodepost.output = multiply;
  157. // GUI
  158. addGui( 'blend', {
  159. 'addition': Nodes.OperatorNode.ADD,
  160. 'subtract': Nodes.OperatorNode.SUB,
  161. 'multiply': Nodes.OperatorNode.MUL,
  162. 'division': Nodes.OperatorNode.DIV
  163. }, function ( val ) {
  164. multiply.op = val;
  165. nodepost.needsUpdate = true;
  166. } );
  167. break;
  168. case 'saturation':
  169. // PASS
  170. screen = new Nodes.ScreenNode();
  171. const sat = new Nodes.FloatNode( 0 );
  172. const satrgb = new Nodes.FunctionNode( [
  173. 'vec3 satrgb( vec3 rgb, float adjustment ) {',
  174. // include luminance function from LuminanceNode
  175. ' vec3 intensity = vec3( luminance( rgb ) );',
  176. ' return mix( intensity, rgb, adjustment );',
  177. '}'
  178. ].join( '\n' ), [ Nodes.LuminanceNode.Nodes.luminance ] );
  179. const saturation = new Nodes.FunctionCallNode( satrgb );
  180. saturation.inputs.rgb = screen;
  181. saturation.inputs.adjustment = sat;
  182. nodepost.output = saturation;
  183. // GUI
  184. addGui( 'saturation', sat.value, function ( val ) {
  185. sat.value = val;
  186. }, false, 0, 2 );
  187. break;
  188. case 'refraction':
  189. // POST
  190. const normal = new Nodes.TextureNode( decalNormal );
  191. const normalXY = new Nodes.SwitchNode( normal, 'xy' );
  192. scale = new Nodes.FloatNode( .5 );
  193. const normalXYFlip = new Nodes.MathNode(
  194. normalXY,
  195. Nodes.MathNode.INVERT
  196. );
  197. const offsetNormal = new Nodes.OperatorNode(
  198. normalXYFlip,
  199. new Nodes.FloatNode( .5 ),
  200. Nodes.OperatorNode.ADD
  201. );
  202. const scaleTexture = new Nodes.OperatorNode(
  203. new Nodes.SwitchNode( normal, 'z' ),
  204. offsetNormal,
  205. Nodes.OperatorNode.MUL
  206. );
  207. const scaleNormal = new Nodes.MathNode(
  208. new Nodes.FloatNode( 1 ),
  209. scaleTexture,
  210. scale,
  211. Nodes.MathNode.MIX
  212. );
  213. const offsetCoord = new Nodes.OperatorNode(
  214. new Nodes.UVNode(),
  215. scaleNormal,
  216. Nodes.OperatorNode.MUL
  217. );
  218. screen = new Nodes.ScreenNode( offsetCoord );
  219. nodepost.output = screen;
  220. // GUI
  221. addGui( 'scale', scale.value, function ( val ) {
  222. scale.value = val;
  223. }, false, 0, 1 );
  224. addGui( 'invert', false, function ( val ) {
  225. offsetNormal.a = val ? normalXYFlip : normalXY;
  226. nodepost.needsUpdate = true;
  227. } );
  228. break;
  229. case 'motion-blur':
  230. // POST
  231. size = renderer.getDrawingBufferSize( new THREE.Vector2() );
  232. screen = new Nodes.ScreenNode();
  233. const previousFrame = new Nodes.RTTNode( size.width, size.height, screen );
  234. const motionBlur = new Nodes.MathNode(
  235. previousFrame,
  236. screen,
  237. new Nodes.FloatNode( .5 ),
  238. Nodes.MathNode.MIX
  239. );
  240. const currentFrame = new Nodes.RTTNode( size.width, size.height, motionBlur );
  241. currentFrame.saveTo = previousFrame;
  242. nodepost.output = currentFrame;
  243. break;
  244. case 'mosaic':
  245. // POST
  246. scale = new Nodes.FloatNode( 128 );
  247. fade = new Nodes.FloatNode( 1 );
  248. const uv = new Nodes.UVNode();
  249. const blocks = new Nodes.OperatorNode(
  250. uv,
  251. scale,
  252. Nodes.OperatorNode.MUL
  253. );
  254. const blocksSize = new Nodes.MathNode(
  255. blocks,
  256. Nodes.MathNode.FLOOR
  257. );
  258. const mosaicUV = new Nodes.OperatorNode(
  259. blocksSize,
  260. scale,
  261. Nodes.OperatorNode.DIV
  262. );
  263. const fadeScreen = new Nodes.MathNode(
  264. uv,
  265. mosaicUV,
  266. fade,
  267. Nodes.MathNode.MIX
  268. );
  269. nodepost.output = new Nodes.ScreenNode( fadeScreen );
  270. // GUI
  271. addGui( 'scale', scale.value, function ( val ) {
  272. scale.value = val;
  273. }, false, 16, 1024 );
  274. addGui( 'fade', fade.value, function ( val ) {
  275. fade.value = val;
  276. }, false, 0, 1 );
  277. addGui( 'mask', false, function ( val ) {
  278. fadeScreen.c = val ? new Nodes.TextureNode( lensflare2 ) : fade;
  279. nodepost.needsUpdate = true;
  280. } );
  281. break;
  282. case 'blur':
  283. // POST
  284. size = renderer.getDrawingBufferSize( new THREE.Vector2() );
  285. const blurScreen = new Nodes.BlurNode( new Nodes.ScreenNode() );
  286. blurScreen.size = new THREE.Vector2( size.width, size.height );
  287. nodepost.output = blurScreen;
  288. // GUI
  289. addGui( 'blurX', blurScreen.radius.x, function ( val ) {
  290. blurScreen.radius.x = val;
  291. }, false, 0, 15 );
  292. addGui( 'blurY', blurScreen.radius.y, function ( val ) {
  293. blurScreen.radius.y = val;
  294. }, false, 0, 15 );
  295. break;
  296. }
  297. nodepost.needsUpdate = true;
  298. // test serialization
  299. /*
  300. let library = {};
  301. library[ lensflare2.uuid ] = lensflare2;
  302. library[ decalNormal.uuid ] = decalNormal;
  303. let json = nodepost.toJSON();
  304. nodepost.output = new NodeMaterialLoader( null, library ).parse( json ).value;
  305. */
  306. }
  307. function init() {
  308. renderer = new THREE.WebGLRenderer();
  309. renderer.setPixelRatio( window.devicePixelRatio );
  310. renderer.setSize( window.innerWidth, window.innerHeight );
  311. document.body.appendChild( renderer.domElement );
  312. nodepost = new Nodes.NodePostProcessing( renderer );
  313. //
  314. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  315. camera.position.z = 400;
  316. scene = new THREE.Scene();
  317. scene.fog = new THREE.Fog( 0x0066FF, 1, 1000 );
  318. object = new THREE.Object3D();
  319. scene.add( object );
  320. const geometry = new THREE.SphereGeometry( 1, 4, 4 );
  321. for ( let i = 0; i < 100; i ++ ) {
  322. const material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), flatShading: true } );
  323. const mesh = new THREE.Mesh( geometry, material );
  324. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  325. mesh.position.multiplyScalar( Math.random() * 400 );
  326. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  327. mesh.scale.x = mesh.scale.y = mesh.scale.z = 10 + ( Math.random() * 40 );
  328. object.add( mesh );
  329. }
  330. scene.add( new THREE.AmbientLight( 0x999999 ) );
  331. light = new THREE.DirectionalLight( 0xffffff );
  332. light.position.set( 1, 1, 1 );
  333. scene.add( light );
  334. //
  335. updateMaterial();
  336. window.addEventListener( 'resize', onWindowResize );
  337. }
  338. function onWindowResize() {
  339. camera.aspect = window.innerWidth / window.innerHeight;
  340. camera.updateProjectionMatrix();
  341. nodepost.setSize( window.innerWidth, window.innerHeight );
  342. }
  343. function animate() {
  344. requestAnimationFrame( animate );
  345. const delta = clock.getDelta();
  346. object.rotation.x += 0.005;
  347. object.rotation.y += 0.01;
  348. frame.update( delta );
  349. nodepost.render( scene, camera, frame );
  350. }
  351. </script>
  352. </body>
  353. </html>