postprocessing-3dlut-identity.html 9.6 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. <!-- Import maps polyfill -->
  23. <!-- Remove this when import maps will be widely supported -->
  24. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  25. <script type="importmap">
  26. {
  27. "imports": {
  28. "three": "../../build/three.module.js"
  29. }
  30. }
  31. </script>
  32. <script type="module">
  33. import * as THREE from 'three';
  34. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  35. import {GLTFLoader} from '../../examples/jsm/loaders/GLTFLoader.js';
  36. import {EffectComposer} from '../../examples/jsm/postprocessing/EffectComposer.js';
  37. import {RenderPass} from '../../examples/jsm/postprocessing/RenderPass.js';
  38. import {ShaderPass} from '../../examples/jsm/postprocessing/ShaderPass.js';
  39. import {GUI} from '../../examples/jsm/libs/lil-gui.module.min.js';
  40. function main() {
  41. const canvas = document.querySelector('#c');
  42. const renderer = new THREE.WebGLRenderer({canvas});
  43. const fov = 45;
  44. const aspect = 2; // the canvas default
  45. const near = 0.1;
  46. const far = 100;
  47. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  48. camera.position.set(0, 10, 20);
  49. const controls = new OrbitControls(camera, canvas);
  50. controls.target.set(0, 5, 0);
  51. controls.update();
  52. const makeIdentityLutTexture = function() {
  53. const identityLUT = new Uint8Array([
  54. 0, 0, 0, 255, // black
  55. 255, 0, 0, 255, // red
  56. 0, 0, 255, 255, // blue
  57. 255, 0, 255, 255, // magenta
  58. 0, 255, 0, 255, // green
  59. 255, 255, 0, 255, // yellow
  60. 0, 255, 255, 255, // cyan
  61. 255, 255, 255, 255, // white
  62. ]);
  63. return function(filter) {
  64. const texture = new THREE.DataTexture(identityLUT, 4, 2, THREE.RGBAFormat);
  65. texture.minFilter = filter;
  66. texture.magFilter = filter;
  67. texture.needsUpdate = true;
  68. texture.flipY = false;
  69. return texture;
  70. };
  71. }();
  72. const lutTextures = [
  73. {
  74. name: 'identity',
  75. size: 2,
  76. filter: true,
  77. texture: makeIdentityLutTexture(THREE.LinearFilter),
  78. },
  79. {
  80. name: 'identity not filtered',
  81. size: 2,
  82. filter: false,
  83. texture: makeIdentityLutTexture(THREE.NearestFilter),
  84. },
  85. ];
  86. const lutNameIndexMap = {};
  87. lutTextures.forEach((info, ndx) => {
  88. lutNameIndexMap[info.name] = ndx;
  89. });
  90. const lutSettings = {
  91. lut: lutNameIndexMap.identity,
  92. };
  93. const gui = new GUI({ width: 300 });
  94. gui.add(lutSettings, 'lut', lutNameIndexMap);
  95. const scene = new THREE.Scene();
  96. const sceneBG = new THREE.Scene();
  97. const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
  98. let bgMesh;
  99. let bgTexture;
  100. {
  101. const loader = new THREE.TextureLoader();
  102. bgTexture = loader.load('resources/images/beach.jpg');
  103. const planeGeo = new THREE.PlaneGeometry(2, 2);
  104. const planeMat = new THREE.MeshBasicMaterial({
  105. map: bgTexture,
  106. depthTest: false,
  107. });
  108. bgMesh = new THREE.Mesh(planeGeo, planeMat);
  109. sceneBG.add(bgMesh);
  110. }
  111. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  112. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  113. const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
  114. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  115. // compute a unit vector that points in the direction the camera is now
  116. // in the xz plane from the center of the box
  117. const direction = (new THREE.Vector3())
  118. .subVectors(camera.position, boxCenter)
  119. .multiply(new THREE.Vector3(1, 0, 1))
  120. .normalize();
  121. // move the camera to a position distance units way from the center
  122. // in whatever direction the camera was from the center already
  123. camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
  124. // pick some near and far values for the frustum that
  125. // will contain the box.
  126. camera.near = boxSize / 100;
  127. camera.far = boxSize * 100;
  128. camera.updateProjectionMatrix();
  129. // point the camera to look at the center of the box
  130. camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  131. }
  132. {
  133. const gltfLoader = new GLTFLoader();
  134. gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
  135. const root = gltf.scene;
  136. scene.add(root);
  137. // fix materials from r114
  138. root.traverse(({material}) => {
  139. if (material) {
  140. material.depthWrite = true;
  141. }
  142. });
  143. root.updateMatrixWorld();
  144. // compute the box that contains all the stuff
  145. // from root and below
  146. const box = new THREE.Box3().setFromObject(root);
  147. const boxSize = box.getSize(new THREE.Vector3()).length();
  148. const boxCenter = box.getCenter(new THREE.Vector3());
  149. frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
  150. // update the Trackball controls to handle the new size
  151. controls.maxDistance = boxSize * 10;
  152. controls.target.copy(boxCenter);
  153. controls.update();
  154. });
  155. }
  156. const lutShader = {
  157. uniforms: {
  158. tDiffuse: { value: null }, // the previous pass's result
  159. lutMap: { value: null },
  160. lutMapSize: { value: 1, },
  161. },
  162. vertexShader: `
  163. varying vec2 vUv;
  164. void main() {
  165. vUv = uv;
  166. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  167. }
  168. `,
  169. fragmentShader: `
  170. #include <common>
  171. #define FILTER_LUT true
  172. uniform sampler2D tDiffuse;
  173. uniform sampler2D lutMap;
  174. uniform float lutMapSize;
  175. varying vec2 vUv;
  176. vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
  177. float sliceSize = 1.0 / size; // space of 1 slice
  178. float slicePixelSize = sliceSize / size; // space of 1 pixel
  179. float width = size - 1.0;
  180. float sliceInnerSize = slicePixelSize * width; // space of size pixels
  181. float zSlice0 = floor( texCoord.z * width);
  182. float zSlice1 = min( zSlice0 + 1.0, width);
  183. float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
  184. float yRange = (texCoord.y * width + 0.5) / size;
  185. float s0 = xOffset + (zSlice0 * sliceSize);
  186. #ifdef FILTER_LUT
  187. float s1 = xOffset + (zSlice1 * sliceSize);
  188. vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
  189. vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
  190. float zOffset = mod(texCoord.z * width, 1.0);
  191. return mix(slice0Color, slice1Color, zOffset);
  192. #else
  193. return texture2D(tex, vec2( s0, yRange));
  194. #endif
  195. }
  196. void main() {
  197. vec4 originalColor = texture2D(tDiffuse, vUv);
  198. gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
  199. }
  200. `,
  201. };
  202. const lutNearestShader = {
  203. uniforms: {...lutShader.uniforms},
  204. vertexShader: lutShader.vertexShader,
  205. fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
  206. };
  207. const effectLUT = new ShaderPass(lutShader);
  208. effectLUT.renderToScreen = true;
  209. const effectLUTNearest = new ShaderPass(lutNearestShader);
  210. effectLUTNearest.renderToScreen = true;
  211. const renderModel = new RenderPass(scene, camera);
  212. renderModel.clear = false; // so we don't clear out the background
  213. const renderBG = new RenderPass(sceneBG, cameraBG);
  214. renderModel.clear = false;
  215. const rtParameters = {
  216. minFilter: THREE.LinearFilter,
  217. magFilter: THREE.LinearFilter,
  218. format: THREE.RGBFormat,
  219. };
  220. const composer = new EffectComposer(renderer, new THREE.WebGLRenderTarget(1, 1, rtParameters));
  221. composer.addPass(renderBG);
  222. composer.addPass(renderModel);
  223. composer.addPass(effectLUT);
  224. composer.addPass(effectLUTNearest);
  225. function resizeRendererToDisplaySize(renderer) {
  226. const canvas = renderer.domElement;
  227. const width = canvas.clientWidth * window.devicePixelRatio | 0;
  228. const height = canvas.clientHeight * window.devicePixelRatio | 0;
  229. const needResize = canvas.width !== width || canvas.height !== height;
  230. if (needResize) {
  231. renderer.setSize(width, height, false);
  232. }
  233. return needResize;
  234. }
  235. let then = 0;
  236. function render(now) {
  237. now *= 0.001; // convert to seconds
  238. const delta = now - then;
  239. then = now;
  240. if (resizeRendererToDisplaySize(renderer)) {
  241. const canvas = renderer.domElement;
  242. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  243. camera.aspect = canvasAspect;
  244. camera.updateProjectionMatrix();
  245. composer.setSize(canvas.width, canvas.height);
  246. // scale the background plane to keep the image's
  247. // aspect correct.
  248. // Note the image may not have loaded yet.
  249. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  250. const aspect = imageAspect / canvasAspect;
  251. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  252. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  253. }
  254. const lutInfo = lutTextures[lutSettings.lut];
  255. const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
  256. effectLUT.enabled = lutInfo.filter;
  257. effectLUTNearest.enabled = !lutInfo.filter;
  258. const lutTexture = lutInfo.texture;
  259. effect.uniforms.lutMap.value = lutTexture;
  260. effect.uniforms.lutMapSize.value = lutInfo.size;
  261. composer.render(delta);
  262. requestAnimationFrame(render);
  263. }
  264. requestAnimationFrame(render);
  265. }
  266. main();
  267. </script>
  268. </html>