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