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webgl_postprocessing_advanced.html 11 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing</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> - webgl postprocessing example<br/>
  12. <a href="https://casual-effects.com/data/" target="_blank" rel="noopener">Lee Perry-Smith</a> head
  13. </div>
  14. <div id="container"></div>
  15. <!-- Import maps polyfill -->
  16. <!-- Remove this when import maps will be widely supported -->
  17. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  18. <script type="importmap">
  19. {
  20. "imports": {
  21. "three": "../build/three.module.js"
  22. }
  23. }
  24. </script>
  25. <script type="module">
  26. import * as THREE from 'three';
  27. import Stats from './jsm/libs/stats.module.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 { BloomPass } from './jsm/postprocessing/BloomPass.js';
  32. import { FilmPass } from './jsm/postprocessing/FilmPass.js';
  33. import { DotScreenPass } from './jsm/postprocessing/DotScreenPass.js';
  34. import { MaskPass, ClearMaskPass } from './jsm/postprocessing/MaskPass.js';
  35. import { TexturePass } from './jsm/postprocessing/TexturePass.js';
  36. import { BleachBypassShader } from './jsm/shaders/BleachBypassShader.js';
  37. import { ColorifyShader } from './jsm/shaders/ColorifyShader.js';
  38. import { HorizontalBlurShader } from './jsm/shaders/HorizontalBlurShader.js';
  39. import { VerticalBlurShader } from './jsm/shaders/VerticalBlurShader.js';
  40. import { SepiaShader } from './jsm/shaders/SepiaShader.js';
  41. import { VignetteShader } from './jsm/shaders/VignetteShader.js';
  42. import { GammaCorrectionShader } from './jsm/shaders/GammaCorrectionShader.js';
  43. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  44. let container, stats;
  45. let composerScene, composer1, composer2, composer3, composer4;
  46. let cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  47. const width = window.innerWidth || 2;
  48. const height = window.innerHeight || 2;
  49. let halfWidth = width / 2;
  50. let halfHeight = height / 2;
  51. let quadBG, quadMask, renderScene;
  52. const delta = 0.01;
  53. init();
  54. animate();
  55. function init() {
  56. container = document.getElementById( 'container' );
  57. //
  58. cameraOrtho = new THREE.OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );
  59. cameraOrtho.position.z = 100;
  60. cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
  61. cameraPerspective.position.z = 900;
  62. //
  63. sceneModel = new THREE.Scene();
  64. sceneBG = new THREE.Scene();
  65. //
  66. directionalLight = new THREE.DirectionalLight( 0xffffff );
  67. directionalLight.position.set( 0, - 0.1, 1 ).normalize();
  68. sceneModel.add( directionalLight );
  69. const loader = new GLTFLoader();
  70. loader.load( 'models/gltf/LeePerrySmith/LeePerrySmith.glb', function ( gltf ) {
  71. createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );
  72. } );
  73. //
  74. const diffuseMap = new THREE.TextureLoader().load( 'textures/cube/SwedishRoyalCastle/pz.jpg' );
  75. diffuseMap.encoding = THREE.sRGBEncoding;
  76. const materialColor = new THREE.MeshBasicMaterial( {
  77. map: diffuseMap,
  78. depthTest: false
  79. } );
  80. quadBG = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), materialColor );
  81. quadBG.position.z = - 500;
  82. quadBG.scale.set( width, height, 1 );
  83. sceneBG.add( quadBG );
  84. //
  85. const sceneMask = new THREE.Scene();
  86. quadMask = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  87. quadMask.position.z = - 300;
  88. quadMask.scale.set( width / 2, height / 2, 1 );
  89. sceneMask.add( quadMask );
  90. //
  91. renderer = new THREE.WebGLRenderer();
  92. renderer.setPixelRatio( window.devicePixelRatio );
  93. renderer.setSize( width, height );
  94. renderer.autoClear = false;
  95. //
  96. container.appendChild( renderer.domElement );
  97. //
  98. stats = new Stats();
  99. container.appendChild( stats.dom );
  100. //
  101. const shaderBleach = BleachBypassShader;
  102. const shaderSepia = SepiaShader;
  103. const shaderVignette = VignetteShader;
  104. const effectBleach = new ShaderPass( shaderBleach );
  105. const effectSepia = new ShaderPass( shaderSepia );
  106. const effectVignette = new ShaderPass( shaderVignette );
  107. const gammaCorrection = new ShaderPass( GammaCorrectionShader );
  108. effectBleach.uniforms[ 'opacity' ].value = 0.95;
  109. effectSepia.uniforms[ 'amount' ].value = 0.9;
  110. effectVignette.uniforms[ 'offset' ].value = 0.95;
  111. effectVignette.uniforms[ 'darkness' ].value = 1.6;
  112. const effectBloom = new BloomPass( 0.5 );
  113. const effectFilm = new FilmPass( 0.35, 0.025, 648, false );
  114. const effectFilmBW = new FilmPass( 0.35, 0.5, 2048, true );
  115. const effectDotScreen = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
  116. const effectHBlur = new ShaderPass( HorizontalBlurShader );
  117. const effectVBlur = new ShaderPass( VerticalBlurShader );
  118. effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
  119. effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
  120. const effectColorify1 = new ShaderPass( ColorifyShader );
  121. const effectColorify2 = new ShaderPass( ColorifyShader );
  122. effectColorify1.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.8, 0.8 ) );
  123. effectColorify2.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.75, 0.5 ) );
  124. const clearMask = new ClearMaskPass();
  125. const renderMask = new MaskPass( sceneModel, cameraPerspective );
  126. const renderMaskInverse = new MaskPass( sceneModel, cameraPerspective );
  127. renderMaskInverse.inverse = true;
  128. //
  129. const rtParameters = {
  130. stencilBuffer: true
  131. };
  132. const rtWidth = width / 2;
  133. const rtHeight = height / 2;
  134. //
  135. const renderBackground = new RenderPass( sceneBG, cameraOrtho );
  136. const renderModel = new RenderPass( sceneModel, cameraPerspective );
  137. renderModel.clear = false;
  138. composerScene = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
  139. composerScene.addPass( renderBackground );
  140. composerScene.addPass( renderModel );
  141. composerScene.addPass( renderMaskInverse );
  142. composerScene.addPass( effectHBlur );
  143. composerScene.addPass( effectVBlur );
  144. composerScene.addPass( clearMask );
  145. //
  146. renderScene = new TexturePass( composerScene.renderTarget2.texture );
  147. //
  148. composer1 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  149. composer1.addPass( renderScene );
  150. composer1.addPass( gammaCorrection );
  151. composer1.addPass( effectFilmBW );
  152. composer1.addPass( effectVignette );
  153. //
  154. composer2 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  155. composer2.addPass( renderScene );
  156. composer2.addPass( gammaCorrection );
  157. composer2.addPass( effectDotScreen );
  158. composer2.addPass( renderMask );
  159. composer2.addPass( effectColorify1 );
  160. composer2.addPass( clearMask );
  161. composer2.addPass( renderMaskInverse );
  162. composer2.addPass( effectColorify2 );
  163. composer2.addPass( clearMask );
  164. composer2.addPass( effectVignette );
  165. //
  166. composer3 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  167. composer3.addPass( renderScene );
  168. composer3.addPass( gammaCorrection );
  169. composer3.addPass( effectSepia );
  170. composer3.addPass( effectFilm );
  171. composer3.addPass( effectVignette );
  172. //
  173. composer4 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  174. composer4.addPass( renderScene );
  175. composer4.addPass( gammaCorrection );
  176. composer4.addPass( effectBloom );
  177. composer4.addPass( effectFilm );
  178. composer4.addPass( effectBleach );
  179. composer4.addPass( effectVignette );
  180. renderScene.uniforms[ 'tDiffuse' ].value = composerScene.renderTarget2.texture;
  181. window.addEventListener( 'resize', onWindowResize );
  182. }
  183. function onWindowResize() {
  184. halfWidth = window.innerWidth / 2;
  185. halfHeight = window.innerHeight / 2;
  186. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  187. cameraPerspective.updateProjectionMatrix();
  188. cameraOrtho.left = - halfWidth;
  189. cameraOrtho.right = halfWidth;
  190. cameraOrtho.top = halfHeight;
  191. cameraOrtho.bottom = - halfHeight;
  192. cameraOrtho.updateProjectionMatrix();
  193. renderer.setSize( window.innerWidth, window.innerHeight );
  194. composerScene.setSize( halfWidth * 2, halfHeight * 2 );
  195. composer1.setSize( halfWidth, halfHeight );
  196. composer2.setSize( halfWidth, halfHeight );
  197. composer3.setSize( halfWidth, halfHeight );
  198. composer4.setSize( halfWidth, halfHeight );
  199. renderScene.uniforms[ 'tDiffuse' ].value = composerScene.renderTarget2.texture;
  200. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  201. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  202. }
  203. function createMesh( geometry, scene, scale ) {
  204. const diffuseMap = new THREE.TextureLoader().load( 'models/gltf/LeePerrySmith/Map-COL.jpg' );
  205. diffuseMap.encoding = THREE.sRGBEncoding;
  206. const mat2 = new THREE.MeshPhongMaterial( {
  207. color: 0x999999,
  208. specular: 0x080808,
  209. shininess: 20,
  210. map: diffuseMap,
  211. normalMap: new THREE.TextureLoader().load( 'models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg' ),
  212. normalScale: new THREE.Vector2( 0.75, 0.75 )
  213. } );
  214. mesh = new THREE.Mesh( geometry, mat2 );
  215. mesh.position.set( 0, - 50, 0 );
  216. mesh.scale.set( scale, scale, scale );
  217. scene.add( mesh );
  218. }
  219. //
  220. function animate() {
  221. requestAnimationFrame( animate );
  222. stats.begin();
  223. render();
  224. stats.end();
  225. }
  226. function render() {
  227. const time = Date.now() * 0.0004;
  228. if ( mesh ) mesh.rotation.y = - time;
  229. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  230. composerScene.render( delta );
  231. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  232. composer1.render( delta );
  233. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  234. composer2.render( delta );
  235. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  236. composer3.render( delta );
  237. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  238. composer4.render( delta );
  239. }
  240. </script>
  241. </body>
  242. </html>