postprocessing-3dlut-w-loader.html 14 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>Three.js - postprocessing - 3DLUT w/loader</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="importmap">
  23. {
  24. "imports": {
  25. "three": "../../build/three.module.js"
  26. }
  27. }
  28. </script>
  29. <script type="module">
  30. import * as THREE from 'three';
  31. import * as lutParser from './resources/lut-reader.js';
  32. import * as dragAndDrop from './resources/drag-and-drop.js';
  33. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  34. import {GLTFLoader} from '../../examples/jsm/loaders/GLTFLoader.js';
  35. import {EffectComposer} from '../../examples/jsm/postprocessing/EffectComposer.js';
  36. import {RenderPass} from '../../examples/jsm/postprocessing/RenderPass.js';
  37. import {ShaderPass} from '../../examples/jsm/postprocessing/ShaderPass.js';
  38. import {GUI} from '../../examples/jsm/libs/lil-gui.module.min.js';
  39. function main() {
  40. const canvas = document.querySelector('#c');
  41. const renderer = new THREE.WebGLRenderer({canvas});
  42. const fov = 45;
  43. const aspect = 2; // the canvas default
  44. const near = 0.1;
  45. const far = 100;
  46. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  47. camera.position.set(0, 10, 20);
  48. const controls = new OrbitControls(camera, canvas);
  49. controls.target.set(0, 5, 0);
  50. controls.update();
  51. const lutTextures = [
  52. { name: 'identity', size: 2, filter: true , },
  53. { name: 'identity no filter', size: 2, filter: false, },
  54. { name: 'custom', url: 'resources/images/lut/3dlut-red-only-s16.png' },
  55. { name: 'monochrome', url: 'resources/images/lut/monochrome-s8.png' },
  56. { name: 'sepia', url: 'resources/images/lut/sepia-s8.png' },
  57. { name: 'saturated', url: 'resources/images/lut/saturated-s8.png', },
  58. { name: 'posterize', url: 'resources/images/lut/posterize-s8n.png', },
  59. { name: 'posterize-3-rgb', url: 'resources/images/lut/posterize-3-rgb-s8n.png', },
  60. { name: 'posterize-3-lab', url: 'resources/images/lut/posterize-3-lab-s8n.png', },
  61. { name: 'posterize-4-lab', url: 'resources/images/lut/posterize-4-lab-s8n.png', },
  62. { name: 'posterize-more', url: 'resources/images/lut/posterize-more-s8n.png', },
  63. { name: 'inverse', url: 'resources/images/lut/inverse-s8.png', },
  64. { name: 'color negative', url: 'resources/images/lut/color-negative-s8.png', },
  65. { name: 'high contrast', url: 'resources/images/lut/high-contrast-bw-s8.png', },
  66. { name: 'funky contrast', url: 'resources/images/lut/funky-contrast-s8.png', },
  67. { name: 'nightvision', url: 'resources/images/lut/nightvision-s8.png', },
  68. { name: 'thermal', url: 'resources/images/lut/thermal-s8.png', },
  69. { name: 'b/w', url: 'resources/images/lut/black-white-s8n.png', },
  70. { name: 'hue +60', url: 'resources/images/lut/hue-plus-60-s8.png', },
  71. { name: 'hue +180', url: 'resources/images/lut/hue-plus-180-s8.png', },
  72. { name: 'hue -60', url: 'resources/images/lut/hue-minus-60-s8.png', },
  73. { name: 'red to cyan', url: 'resources/images/lut/red-to-cyan-s8.png' },
  74. { name: 'blues', url: 'resources/images/lut/blues-s8.png' },
  75. { name: 'infrared', url: 'resources/images/lut/infrared-s8.png' },
  76. { name: 'radioactive', url: 'resources/images/lut/radioactive-s8.png' },
  77. { name: 'goolgey', url: 'resources/images/lut/googley-s8.png' },
  78. { name: 'bgy', url: 'resources/images/lut/bgy-s8.png' },
  79. ];
  80. const makeIdentityLutTexture = function() {
  81. const identityLUT = new Uint8Array([
  82. 0, 0, 0, 255, // black
  83. 255, 0, 0, 255, // red
  84. 0, 0, 255, 255, // blue
  85. 255, 0, 255, 255, // magenta
  86. 0, 255, 0, 255, // green
  87. 255, 255, 0, 255, // yellow
  88. 0, 255, 255, 255, // cyan
  89. 255, 255, 255, 255, // white
  90. ]);
  91. return function(filter) {
  92. const texture = new THREE.DataTexture(identityLUT, 4, 2, THREE.RGBAFormat);
  93. texture.minFilter = filter;
  94. texture.magFilter = filter;
  95. texture.needsUpdate = true;
  96. texture.flipY = false;
  97. return texture;
  98. };
  99. }();
  100. const makeLUTTexture = function() {
  101. const imgLoader = new THREE.ImageLoader();
  102. const ctx = document.createElement('canvas').getContext('2d');
  103. return function(info) {
  104. const texture = makeIdentityLutTexture(
  105. info.filter ? THREE.LinearFilter : THREE.NearestFilter);
  106. if (info.url) {
  107. const lutSize = info.size;
  108. // set the size to 2 (the identity size). We'll restore it when the
  109. // image has loaded. This way the code using the lut doesn't have to
  110. // care if the image has loaded or not
  111. info.size = 2;
  112. imgLoader.load(info.url, function(image) {
  113. const width = lutSize * lutSize;
  114. const height = lutSize;
  115. info.size = lutSize;
  116. ctx.canvas.width = width;
  117. ctx.canvas.height = height;
  118. ctx.drawImage(image, 0, 0);
  119. const imageData = ctx.getImageData(0, 0, width, height);
  120. texture.image.data = new Uint8Array(imageData.data.buffer);
  121. texture.image.width = width;
  122. texture.image.height = height;
  123. texture.needsUpdate = true;
  124. });
  125. }
  126. return texture;
  127. };
  128. }();
  129. lutTextures.forEach((info) => {
  130. // if not size set get it from the filename
  131. if (!info.size) {
  132. // assumes filename ends in '-s<num>[n]'
  133. // where <num> is the size of the 3DLUT cube
  134. // and [n] means 'no filtering' or 'nearest'
  135. //
  136. // examples:
  137. // 'foo-s16.png' = size:16, filter: true
  138. // 'bar-s8n.png' = size:8, filter: false
  139. const m = /-s(\d+)(n*)\.[^.]+$/.exec(info.url);
  140. if (m) {
  141. info.size = parseInt(m[1]);
  142. info.filter = info.filter === undefined ? m[2] !== 'n' : info.filter;
  143. }
  144. }
  145. info.texture = makeLUTTexture(info);
  146. });
  147. let lutNameIndexMap = {};
  148. function makeLutNameIndexMap() {
  149. lutNameIndexMap = {};
  150. lutTextures.forEach((info, ndx) => {
  151. lutNameIndexMap[info.name] = ndx;
  152. });
  153. }
  154. makeLutNameIndexMap(); // called so we can set lutSettings below
  155. const lutSettings = {
  156. dummy: () => {},
  157. lut: lutNameIndexMap.thermal,
  158. };
  159. const gui = new GUI({ width: 300 });
  160. gui.addFolder('Choose LUT or Drag&Drop LUT File(s)');
  161. let lutGUI;
  162. function updateGUI() {
  163. makeLutNameIndexMap();
  164. if (lutGUI) {
  165. gui.remove(lutGUI);
  166. }
  167. lutGUI = gui.add(lutSettings, 'lut', lutNameIndexMap);
  168. }
  169. updateGUI();
  170. const scene = new THREE.Scene();
  171. const sceneBG = new THREE.Scene();
  172. const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
  173. let bgMesh;
  174. let bgTexture;
  175. {
  176. const loader = new THREE.TextureLoader();
  177. bgTexture = loader.load('resources/images/beach.jpg');
  178. const planeGeo = new THREE.PlaneGeometry(2, 2);
  179. const planeMat = new THREE.MeshBasicMaterial({
  180. map: bgTexture,
  181. depthTest: false,
  182. });
  183. bgMesh = new THREE.Mesh(planeGeo, planeMat);
  184. sceneBG.add(bgMesh);
  185. }
  186. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  187. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  188. const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
  189. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  190. // compute a unit vector that points in the direction the camera is now
  191. // in the xz plane from the center of the box
  192. const direction = (new THREE.Vector3())
  193. .subVectors(camera.position, boxCenter)
  194. .multiply(new THREE.Vector3(1, 0, 1))
  195. .normalize();
  196. // move the camera to a position distance units way from the center
  197. // in whatever direction the camera was from the center already
  198. camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
  199. // pick some near and far values for the frustum that
  200. // will contain the box.
  201. camera.near = boxSize / 100;
  202. camera.far = boxSize * 100;
  203. camera.updateProjectionMatrix();
  204. // point the camera to look at the center of the box
  205. camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  206. }
  207. {
  208. const gltfLoader = new GLTFLoader();
  209. gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
  210. const root = gltf.scene;
  211. scene.add(root);
  212. // fix materials from r114
  213. root.traverse(({material}) => {
  214. if (material) {
  215. material.depthWrite = true;
  216. }
  217. });
  218. root.updateMatrixWorld();
  219. // compute the box that contains all the stuff
  220. // from root and below
  221. const box = new THREE.Box3().setFromObject(root);
  222. const boxSize = box.getSize(new THREE.Vector3()).length();
  223. const boxCenter = box.getCenter(new THREE.Vector3());
  224. frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
  225. // update the Trackball controls to handle the new size
  226. controls.maxDistance = boxSize * 10;
  227. controls.target.copy(boxCenter);
  228. controls.update();
  229. });
  230. }
  231. const lutShader = {
  232. uniforms: {
  233. tDiffuse: { value: null },
  234. lutMap: { value: null },
  235. lutMapSize: { value: 1, },
  236. },
  237. vertexShader: `
  238. varying vec2 vUv;
  239. void main() {
  240. vUv = uv;
  241. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  242. }
  243. `,
  244. fragmentShader: `
  245. #include <common>
  246. #define FILTER_LUT true
  247. uniform sampler2D tDiffuse;
  248. uniform sampler2D lutMap;
  249. uniform float lutMapSize;
  250. varying vec2 vUv;
  251. vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
  252. float sliceSize = 1.0 / size; // space of 1 slice
  253. float slicePixelSize = sliceSize / size; // space of 1 pixel
  254. float width = size - 1.0;
  255. float sliceInnerSize = slicePixelSize * width; // space of size pixels
  256. float zSlice0 = floor( texCoord.z * width);
  257. float zSlice1 = min( zSlice0 + 1.0, width);
  258. float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
  259. float yRange = (texCoord.y * width + 0.5) / size;
  260. float s0 = xOffset + (zSlice0 * sliceSize);
  261. #ifdef FILTER_LUT
  262. float s1 = xOffset + (zSlice1 * sliceSize);
  263. vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
  264. vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
  265. float zOffset = mod(texCoord.z * width, 1.0);
  266. return mix(slice0Color, slice1Color, zOffset);
  267. #else
  268. return texture2D(tex, vec2( s0, yRange));
  269. #endif
  270. }
  271. void main() {
  272. vec4 originalColor = texture2D(tDiffuse, vUv);
  273. gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
  274. }
  275. `,
  276. };
  277. const lutNearestShader = {
  278. uniforms: {...lutShader.uniforms},
  279. vertexShader: lutShader.vertexShader,
  280. fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
  281. };
  282. const effectLUT = new ShaderPass(lutShader);
  283. effectLUT.renderToScreen = true;
  284. const effectLUTNearest = new ShaderPass(lutNearestShader);
  285. effectLUTNearest.renderToScreen = true;
  286. const renderModel = new RenderPass(scene, camera);
  287. renderModel.clear = false; // so we don't clear out the background
  288. const renderBG = new RenderPass(sceneBG, cameraBG);
  289. const rtParameters = {
  290. minFilter: THREE.LinearFilter,
  291. magFilter: THREE.LinearFilter,
  292. format: THREE.RGBFormat,
  293. };
  294. const composer = new EffectComposer(renderer, new THREE.WebGLRenderTarget(1, 1, rtParameters));
  295. composer.addPass(renderBG);
  296. composer.addPass(renderModel);
  297. composer.addPass(effectLUT);
  298. composer.addPass(effectLUTNearest);
  299. function resizeRendererToDisplaySize(renderer) {
  300. const canvas = renderer.domElement;
  301. const width = canvas.clientWidth * window.devicePixelRatio | 0;
  302. const height = canvas.clientHeight * window.devicePixelRatio | 0;
  303. const needResize = canvas.width !== width || canvas.height !== height;
  304. if (needResize) {
  305. renderer.setSize(width, height, false);
  306. }
  307. return needResize;
  308. }
  309. let then = 0;
  310. function render(now) {
  311. now *= 0.001; // convert to seconds
  312. const delta = now - then;
  313. then = now;
  314. if (resizeRendererToDisplaySize(renderer)) {
  315. const canvas = renderer.domElement;
  316. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  317. camera.aspect = canvasAspect;
  318. camera.updateProjectionMatrix();
  319. composer.setSize(canvas.width, canvas.height);
  320. // scale the background plane to keep the image's
  321. // aspect correct.
  322. // Note the image may not have loaded yet.
  323. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  324. const aspect = imageAspect / canvasAspect;
  325. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  326. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  327. }
  328. const lutInfo = lutTextures[ lutSettings.lut ];
  329. const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
  330. effectLUT.enabled = lutInfo.filter;
  331. effectLUTNearest.enabled = !lutInfo.filter;
  332. const lutTexture = lutInfo.texture;
  333. effect.uniforms.lutMap.value = lutTexture;
  334. effect.uniforms.lutMapSize.value = lutInfo.size;
  335. composer.render(delta);
  336. requestAnimationFrame(render);
  337. }
  338. requestAnimationFrame(render);
  339. dragAndDrop.setup({msg: 'Drop LUT File here'});
  340. dragAndDrop.onDropFile(readLUTFile);
  341. function ext(s) {
  342. const period = s.lastIndexOf('.');
  343. return s.substr(period + 1);
  344. }
  345. function readLUTFile(file) {
  346. const reader = new FileReader();
  347. reader.onload = (e) => {
  348. const type = ext(file.name);
  349. const lut = lutParser.lutTo2D3Drgb8(lutParser.parse(e.target.result, type));
  350. const {size, data, name} = lut;
  351. const texture = new THREE.DataTexture(data, size * size, size, THREE.RGBFormat);
  352. texture.magFilter = THREE.LinearFilter;
  353. texture.minFilter = THREE.LinearFilter;
  354. texture.needsUpdate = true;
  355. texture.flipY = false;
  356. const lutTexture = {
  357. name: (name && name.toLowerCase().trim() !== 'untitled')
  358. ? name
  359. : file.name,
  360. size: size,
  361. filter: true,
  362. texture,
  363. };
  364. lutTextures.push(lutTexture);
  365. lutSettings.lut = lutTextures.length - 1;
  366. updateGUI();
  367. };
  368. reader.readAsText(file);
  369. }
  370. }
  371. main();
  372. </script>
  373. </html>