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