webgl_postprocessing_rgb_halftone.html 6.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl</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. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. .info {
  15. position: absolute;
  16. background-color: black;
  17. opacity: 0.8;
  18. color: white;
  19. text-align: center;
  20. top: 0px;
  21. width: 100%;
  22. padding: 2px;
  23. }
  24. .info a {
  25. color: #00ffff;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <script src="../build/three.js"></script>
  31. <script src="js/postprocessing/EffectComposer.js"></script>
  32. <script src="js/postprocessing/RenderPass.js"></script>
  33. <script src="js/postprocessing/ShaderPass.js"></script>
  34. <script src="js/postprocessing/HalftonePass.js"></script>
  35. <script src="js/shaders/CopyShader.js"></script>
  36. <script src="js/shaders/HalftoneShader.js"></script>
  37. <script src="js/shaders/DepthLimitedBlurShader.js"></script>
  38. <script src="js/shaders/UnpackDepthRGBAShader.js"></script>
  39. <script src="js/controls/OrbitControls.js"></script>
  40. <script src="js/WebGL.js"></script>
  41. <script src='js/libs/stats.min.js'></script>
  42. <script src='js/libs/dat.gui.min.js'></script>
  43. <div class="info">
  44. <a href="http://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - RGB Halftone post-processing by
  45. <a href="https://github.com/meatbags" target="_blank">Xavier Burrow</a>
  46. </div>
  47. <script>
  48. if ( WEBGL.isWebGLAvailable() === false ) {
  49. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  50. }
  51. // setup
  52. var wrapper, renderer, clock, camera, controls, stats, rotationSpeed;
  53. wrapper = document.createElement( 'div' );
  54. renderer = new THREE.WebGLRenderer();
  55. renderer.setPixelRatio( window.devicePixelRatio );
  56. renderer.setSize( window.innerWidth, window.innerHeight );
  57. clock = new THREE.Clock();
  58. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
  59. camera.position.z = 12;
  60. rotationSpeed = Math.PI / 64;
  61. stats = new Stats();
  62. wrapper.appendChild( renderer.domElement );
  63. wrapper.appendChild( stats.dom );
  64. document.body.appendChild( wrapper );
  65. // camera controls
  66. controls = new THREE.OrbitControls( camera, renderer.domElement );
  67. controls.target.set( 0, 0, 0 );
  68. controls.update();
  69. // scene
  70. var scene, group, mat, floor, light;
  71. scene = new THREE.Scene();
  72. scene.background = new THREE.Color( 0x444444 );
  73. group = new THREE.Group();
  74. floor = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 1, 100 ), new THREE.MeshPhongMaterial( {} ) );
  75. floor.position.y = - 10;
  76. light = new THREE.PointLight( 0xffffff, 1.0, 50, 2 );
  77. light.position.y = 2;
  78. group.add( floor, light );
  79. scene.add( group );
  80. mat = new THREE.ShaderMaterial( {
  81. uniforms: {},
  82. vertexShader: [
  83. "varying vec2 vUV;",
  84. "varying vec3 vNormal;",
  85. "void main() {",
  86. "vUV = uv;",
  87. "vNormal = vec3( normal );",
  88. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  89. "}"
  90. ].join("\n"),
  91. fragmentShader: [
  92. "varying vec2 vUV;",
  93. "varying vec3 vNormal;",
  94. "void main() {",
  95. "vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
  96. "gl_FragColor = c;",
  97. "}"
  98. ].join("\n")
  99. } );
  100. for ( var i = 0; i < 50; ++ i ) {
  101. // fill scene with coloured cubes
  102. var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 2, 2, 2 ), mat );
  103. mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
  104. mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
  105. group.add( mesh );
  106. }
  107. // post-processing
  108. var composer, renderPass, halftonePass, params;
  109. composer = new THREE.EffectComposer( renderer );
  110. renderPass = new THREE.RenderPass( scene, camera );
  111. params = {
  112. shape: 1,
  113. radius: 4,
  114. rotateR: Math.PI / 12,
  115. rotateB: Math.PI / 12 * 2,
  116. rotateG: Math.PI / 12 * 3,
  117. scatter: 0,
  118. blending: 1,
  119. blendingMode: 1,
  120. greyscale: false,
  121. disable: false
  122. };
  123. halftonePass = new THREE.HalftonePass( window.innerWidth, window.innerHeight, params );
  124. halftonePass.renderToScreen = true;
  125. composer.addPass( renderPass );
  126. composer.addPass( halftonePass );
  127. window.onresize = function () {
  128. // resize composer
  129. renderer.setSize( window.innerWidth, window.innerHeight );
  130. composer.setSize( window.innerWidth, window.innerHeight );
  131. camera.aspect = window.innerWidth / window.innerHeight;
  132. camera.updateProjectionMatrix();
  133. };
  134. // GUI
  135. var controller, gui, onGUIChange;
  136. controller = {
  137. radius: halftonePass.uniforms.radius.value,
  138. rotateR: halftonePass.uniforms.rotateR.value / ( Math.PI / 180 ),
  139. rotateG: halftonePass.uniforms.rotateG.value / ( Math.PI / 180 ),
  140. rotateB: halftonePass.uniforms.rotateB.value / ( Math.PI / 180 ),
  141. scatter: halftonePass.uniforms.scatter.value,
  142. shape: halftonePass.uniforms.shape.value,
  143. greyscale: halftonePass.uniforms.greyscale.value,
  144. blending: halftonePass.uniforms.blending.value,
  145. blendingMode: halftonePass.uniforms.blendingMode.value,
  146. disable: halftonePass.uniforms.disable.value
  147. };
  148. onGUIChange = function () {
  149. // update uniforms
  150. halftonePass.uniforms.radius.value = controller.radius;
  151. halftonePass.uniforms.rotateR.value = controller.rotateR * ( Math.PI / 180 );
  152. halftonePass.uniforms.rotateG.value = controller.rotateG * ( Math.PI / 180 );
  153. halftonePass.uniforms.rotateB.value = controller.rotateB * ( Math.PI / 180 );
  154. halftonePass.uniforms.scatter.value = controller.scatter;
  155. halftonePass.uniforms.shape.value = controller.shape;
  156. halftonePass.uniforms.greyscale.value = controller.greyscale;
  157. halftonePass.uniforms.blending.value = controller.blending;
  158. halftonePass.uniforms.blendingMode.value = controller.blendingMode;
  159. halftonePass.uniforms.disable.value = controller.disable;
  160. };
  161. gui = new dat.GUI();
  162. gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
  163. gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
  164. gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
  165. gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
  166. gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
  167. gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
  168. gui.add( controller, 'greyscale' ).onChange( onGUIChange );
  169. gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
  170. gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
  171. gui.add( controller, 'disable' ).onChange( onGUIChange );
  172. function loop() {
  173. // demo loop
  174. var delta = clock.getDelta();
  175. requestAnimationFrame( loop );
  176. stats.update();
  177. group.rotation.y += delta * rotationSpeed;
  178. composer.render( delta );
  179. }
  180. loop();
  181. </script>
  182. </body>
  183. </html>