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