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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>Three.js - postprocessing - 3DLUT</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- html, body {
- margin: 0;
- height: 100%;
- }
- #c {
- width: 100%;
- height: 100%;
- display: block;
- }
- </style>
- </head>
- <body>
- <canvas id="c"></canvas>
- </body>
- <!-- Import maps polyfill -->
- <!-- Remove this when import maps will be widely supported -->
- <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
- <script type="importmap">
- {
- "imports": {
- "three": "../../build/three.module.js",
- "three/addons/": "../../examples/jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
- import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
- import {EffectComposer} from 'three/addons/postprocessing/EffectComposer.js';
- import {RenderPass} from 'three/addons/postprocessing/RenderPass.js';
- import {ShaderPass} from 'three/addons/postprocessing/ShaderPass.js';
- import {GammaCorrectionShader} from 'three/addons/shaders/GammaCorrectionShader.js';
- import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
- function main() {
- const canvas = document.querySelector('#c');
- const renderer = new THREE.WebGLRenderer({antialias: true, canvas});
- const fov = 45;
- const aspect = 2; // the canvas default
- const near = 0.1;
- const far = 100;
- const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
- camera.position.set(0, 10, 20);
- const controls = new OrbitControls(camera, canvas);
- controls.target.set(0, 5, 0);
- controls.update();
- const lutTextures = [
- { name: 'identity', size: 2, filter: true , },
- { name: 'identity no filter', size: 2, filter: false, },
- { name: 'custom', url: 'resources/images/lut/3dlut-red-only-s16.png' },
- { name: 'monochrome', url: 'resources/images/lut/monochrome-s8.png' },
- { name: 'sepia', url: 'resources/images/lut/sepia-s8.png' },
- { name: 'saturated', url: 'resources/images/lut/saturated-s8.png', },
- { name: 'posterize', url: 'resources/images/lut/posterize-s8n.png', },
- { name: 'posterize-3-rgb', url: 'resources/images/lut/posterize-3-rgb-s8n.png', },
- { name: 'posterize-3-lab', url: 'resources/images/lut/posterize-3-lab-s8n.png', },
- { name: 'posterize-4-lab', url: 'resources/images/lut/posterize-4-lab-s8n.png', },
- { name: 'posterize-more', url: 'resources/images/lut/posterize-more-s8n.png', },
- { name: 'inverse', url: 'resources/images/lut/inverse-s8.png', },
- { name: 'color negative', url: 'resources/images/lut/color-negative-s8.png', },
- { name: 'high contrast', url: 'resources/images/lut/high-contrast-bw-s8.png', },
- { name: 'funky contrast', url: 'resources/images/lut/funky-contrast-s8.png', },
- { name: 'nightvision', url: 'resources/images/lut/nightvision-s8.png', },
- { name: 'thermal', url: 'resources/images/lut/thermal-s8.png', },
- { name: 'b/w', url: 'resources/images/lut/black-white-s8n.png', },
- { name: 'hue +60', url: 'resources/images/lut/hue-plus-60-s8.png', },
- { name: 'hue +180', url: 'resources/images/lut/hue-plus-180-s8.png', },
- { name: 'hue -60', url: 'resources/images/lut/hue-minus-60-s8.png', },
- { name: 'red to cyan', url: 'resources/images/lut/red-to-cyan-s8.png' },
- { name: 'blues', url: 'resources/images/lut/blues-s8.png' },
- { name: 'infrared', url: 'resources/images/lut/infrared-s8.png' },
- { name: 'radioactive', url: 'resources/images/lut/radioactive-s8.png' },
- { name: 'goolgey', url: 'resources/images/lut/googley-s8.png' },
- { name: 'bgy', url: 'resources/images/lut/bgy-s8.png' },
- ];
- const makeIdentityLutTexture = function() {
- const identityLUT = new Uint8Array([
- 0, 0, 0, 255, // black
- 255, 0, 0, 255, // red
- 0, 0, 255, 255, // blue
- 255, 0, 255, 255, // magenta
- 0, 255, 0, 255, // green
- 255, 255, 0, 255, // yellow
- 0, 255, 255, 255, // cyan
- 255, 255, 255, 255, // white
- ]);
- return function(filter) {
- const texture = new THREE.DataTexture(identityLUT, 4, 2);
- texture.minFilter = texture.magFilter = filter ? THREE.LinearFilter : THREE.NearestFilter;
- texture.needsUpdate = true;
- texture.flipY = false;
- return texture;
- };
- }();
- const makeLUTTexture = function() {
- const imgLoader = new THREE.ImageLoader();
- const ctx = document.createElement('canvas').getContext('2d');
- return function(info) {
- const lutSize = info.size;
- const width = lutSize * lutSize;
- const height = lutSize;
- const texture = new THREE.DataTexture(new Uint8Array(width * height), width, height);
- texture.minFilter = texture.magFilter = info.filter ? THREE.LinearFilter : THREE.NearestFilter;
- texture.flipY = false;
- if (info.url) {
- imgLoader.load(info.url, function(image) {
- ctx.canvas.width = width;
- ctx.canvas.height = height;
- ctx.drawImage(image, 0, 0);
- const imageData = ctx.getImageData(0, 0, width, height);
- texture.image.data = new Uint8Array(imageData.data.buffer);
- texture.image.width = width;
- texture.image.height = height;
- texture.needsUpdate = true;
- });
- }
- return texture;
- };
- }();
- lutTextures.forEach((info) => {
- // if not size set get it from the filename
- if (!info.size) {
- // assumes filename ends in '-s<num>[n]'
- // where <num> is the size of the 3DLUT cube
- // and [n] means 'no filtering' or 'nearest'
- //
- // examples:
- // 'foo-s16.png' = size:16, filter: true
- // 'bar-s8n.png' = size:8, filter: false
- const m = /-s(\d+)(n*)\.[^.]+$/.exec(info.url);
- if (m) {
- info.size = parseInt(m[1]);
- info.filter = info.filter === undefined ? m[2] !== 'n' : info.filter;
- }
- info.texture = makeLUTTexture(info);
- } else {
- info.texture = makeIdentityLutTexture(info.filter);
- }
- });
- const lutNameIndexMap = {};
- lutTextures.forEach((info, ndx) => {
- lutNameIndexMap[info.name] = ndx;
- });
- const lutSettings = {
- lut: lutNameIndexMap.custom,
- };
- const gui = new GUI({ width: 300 });
- gui.add(lutSettings, 'lut', lutNameIndexMap);
- const scene = new THREE.Scene();
- const sceneBG = new THREE.Scene();
- const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
- let bgMesh;
- let bgTexture;
- {
- const loader = new THREE.TextureLoader();
- bgTexture = loader.load('resources/images/beach.jpg');
- bgTexture.encoding = THREE.sRGBEncoding;
- const planeGeo = new THREE.PlaneGeometry(2, 2);
- const planeMat = new THREE.MeshBasicMaterial({
- map: bgTexture,
- depthTest: false,
- });
- bgMesh = new THREE.Mesh(planeGeo, planeMat);
- sceneBG.add(bgMesh);
- }
- function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
- const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
- const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
- const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
- // compute a unit vector that points in the direction the camera is now
- // in the xz plane from the center of the box
- const direction = (new THREE.Vector3())
- .subVectors(camera.position, boxCenter)
- .multiply(new THREE.Vector3(1, 0, 1))
- .normalize();
- // move the camera to a position distance units way from the center
- // in whatever direction the camera was from the center already
- camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
- // pick some near and far values for the frustum that
- // will contain the box.
- camera.near = boxSize / 100;
- camera.far = boxSize * 100;
- camera.updateProjectionMatrix();
- // point the camera to look at the center of the box
- camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
- }
- {
- const gltfLoader = new GLTFLoader();
- gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
- const root = gltf.scene;
- scene.add(root);
- // fix materials from r114
- root.traverse(({material}) => {
- if (material) {
- material.depthWrite = true;
- }
- });
- root.updateMatrixWorld();
- // compute the box that contains all the stuff
- // from root and below
- const box = new THREE.Box3().setFromObject(root);
- const boxSize = box.getSize(new THREE.Vector3()).length();
- const boxCenter = box.getCenter(new THREE.Vector3());
- frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
- // update the Trackball controls to handle the new size
- controls.maxDistance = boxSize * 10;
- controls.target.copy(boxCenter);
- controls.update();
- });
- }
- const lutShader = {
- uniforms: {
- tDiffuse: { value: null },
- lutMap: { value: null },
- lutMapSize: { value: 1, },
- },
- vertexShader: `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- `,
- fragmentShader: `
- #include <common>
- #define FILTER_LUT true
- uniform sampler2D tDiffuse;
- uniform sampler2D lutMap;
- uniform float lutMapSize;
- varying vec2 vUv;
- vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
- float sliceSize = 1.0 / size; // space of 1 slice
- float slicePixelSize = sliceSize / size; // space of 1 pixel
- float width = size - 1.0;
- float sliceInnerSize = slicePixelSize * width; // space of size pixels
- float zSlice0 = floor( texCoord.z * width);
- float zSlice1 = min( zSlice0 + 1.0, width);
- float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
- float yRange = (texCoord.y * width + 0.5) / size;
- float s0 = xOffset + (zSlice0 * sliceSize);
- #ifdef FILTER_LUT
- float s1 = xOffset + (zSlice1 * sliceSize);
- vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
- vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
- float zOffset = mod(texCoord.z * width, 1.0);
- return mix(slice0Color, slice1Color, zOffset);
- #else
- return texture2D(tex, vec2( s0, yRange));
- #endif
- }
- void main() {
- vec4 originalColor = texture2D(tDiffuse, vUv);
- gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
- }
- `,
- };
- const lutNearestShader = {
- uniforms: {...lutShader.uniforms},
- vertexShader: lutShader.vertexShader,
- fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
- };
- const effectLUT = new ShaderPass(lutShader);
- const effectLUTNearest = new ShaderPass(lutNearestShader);
- const renderModel = new RenderPass(scene, camera);
- renderModel.clear = false; // so we don't clear out the background
- const renderBG = new RenderPass(sceneBG, cameraBG);
- const gammaPass = new ShaderPass(GammaCorrectionShader);
- const composer = new EffectComposer(renderer);
- composer.addPass(renderBG);
- composer.addPass(renderModel);
- composer.addPass(effectLUT);
- composer.addPass(effectLUTNearest);
- composer.addPass(gammaPass);
- function resizeRendererToDisplaySize(renderer) {
- const canvas = renderer.domElement;
- const width = canvas.clientWidth * window.devicePixelRatio | 0;
- const height = canvas.clientHeight * window.devicePixelRatio | 0;
- const needResize = canvas.width !== width || canvas.height !== height;
- if (needResize) {
- renderer.setSize(width, height, false);
- }
- return needResize;
- }
- let then = 0;
- function render(now) {
- now *= 0.001; // convert to seconds
- const delta = now - then;
- then = now;
- if (resizeRendererToDisplaySize(renderer)) {
- const canvas = renderer.domElement;
- const canvasAspect = canvas.clientWidth / canvas.clientHeight;
- camera.aspect = canvasAspect;
- camera.updateProjectionMatrix();
- composer.setSize(canvas.width, canvas.height);
- // scale the background plane to keep the image's
- // aspect correct.
- // Note the image may not have loaded yet.
- const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
- const aspect = imageAspect / canvasAspect;
- bgMesh.scale.x = aspect > 1 ? aspect : 1;
- bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
- }
- const lutInfo = lutTextures[ lutSettings.lut ];
- const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
- effectLUT.enabled = lutInfo.filter;
- effectLUTNearest.enabled = !lutInfo.filter;
- const lutTexture = lutInfo.texture;
- effect.uniforms.lutMap.value = lutTexture;
- effect.uniforms.lutMapSize.value = lutInfo.size;
- composer.render(delta);
- requestAnimationFrame(render);
- }
- requestAnimationFrame(render);
- }
- main();
- </script>
- </html>
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