webgl_postprocessing_sobel.html 4.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - sobel (edge detection)</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 noreferrer">three.js</a> - webgl - postprocessing<br/>
  12. sobel (edge detection)
  13. </div>
  14. <!-- Import maps polyfill -->
  15. <!-- Remove this when import maps will be widely supported -->
  16. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  17. <script type="importmap">
  18. {
  19. "imports": {
  20. "three": "../build/three.module.js"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  27. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  28. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  29. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  30. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  31. import { LuminosityShader } from './jsm/shaders/LuminosityShader.js';
  32. import { SobelOperatorShader } from './jsm/shaders/SobelOperatorShader.js';
  33. let camera, scene, renderer, composer;
  34. let effectSobel;
  35. const params = {
  36. enable: true
  37. };
  38. init();
  39. animate();
  40. function init() {
  41. //
  42. scene = new THREE.Scene();
  43. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 200 );
  44. camera.position.set( 0, 10, 25 );
  45. camera.lookAt( scene.position );
  46. //
  47. const geometry = new THREE.TorusKnotGeometry( 8, 3, 256, 32, 2, 3 );
  48. const material = new THREE.MeshPhongMaterial( { color: 0xffff00 } );
  49. const mesh = new THREE.Mesh( geometry, material );
  50. scene.add( mesh );
  51. //
  52. const ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
  53. scene.add( ambientLight );
  54. const pointLight = new THREE.PointLight( 0xffffff, 0.8 );
  55. camera.add( pointLight );
  56. scene.add( camera );
  57. //
  58. renderer = new THREE.WebGLRenderer();
  59. renderer.setPixelRatio( window.devicePixelRatio );
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. document.body.appendChild( renderer.domElement );
  62. // postprocessing
  63. composer = new EffectComposer( renderer );
  64. const renderPass = new RenderPass( scene, camera );
  65. composer.addPass( renderPass );
  66. // color to grayscale conversion
  67. const effectGrayScale = new ShaderPass( LuminosityShader );
  68. composer.addPass( effectGrayScale );
  69. // you might want to use a gaussian blur filter before
  70. // the next pass to improve the result of the Sobel operator
  71. // Sobel operator
  72. effectSobel = new ShaderPass( SobelOperatorShader );
  73. effectSobel.uniforms[ 'resolution' ].value.x = window.innerWidth * window.devicePixelRatio;
  74. effectSobel.uniforms[ 'resolution' ].value.y = window.innerHeight * window.devicePixelRatio;
  75. composer.addPass( effectSobel );
  76. const controls = new OrbitControls( camera, renderer.domElement );
  77. controls.minDistance = 10;
  78. controls.maxDistance = 100;
  79. //
  80. const gui = new GUI();
  81. gui.add( params, 'enable' );
  82. gui.open();
  83. //
  84. window.addEventListener( 'resize', onWindowResize );
  85. }
  86. function onWindowResize() {
  87. camera.aspect = window.innerWidth / window.innerHeight;
  88. camera.updateProjectionMatrix();
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. composer.setSize( window.innerWidth, window.innerHeight );
  91. effectSobel.uniforms[ 'resolution' ].value.x = window.innerWidth * window.devicePixelRatio;
  92. effectSobel.uniforms[ 'resolution' ].value.y = window.innerHeight * window.devicePixelRatio;
  93. }
  94. function animate() {
  95. requestAnimationFrame( animate );
  96. if ( params.enable === true ) {
  97. composer.render();
  98. } else {
  99. renderer.render( scene, camera );
  100. }
  101. }
  102. </script>
  103. </body>
  104. </html>