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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js WebGL - postprocessing - FXAA</title>
- <meta charset="UTF-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- body {
- background-color: #fff;
- color: #222;
- }
- a {
- color: #08f;
- }
- #container {
- position: absolute;
- top: 70px;
- width: 100%;
- bottom: 0px;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - postprocessing - FXAA<br />
- Left: No FXAA, Right: FXAA
- </div>
- <div id="container">
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- 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 { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
- import { FXAAShader } from 'three/addons/shaders/FXAAShader.js';
- let camera, scene, renderer, clock, group, container;
- let composer1, composer2, fxaaPass;
- init();
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 2000 );
- camera.position.z = 500;
- scene = new THREE.Scene();
- clock = new THREE.Clock();
- //
- const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d );
- hemiLight.position.set( 0, 1000, 0 );
- scene.add( hemiLight );
- const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
- dirLight.position.set( - 3000, 1000, - 1000 );
- scene.add( dirLight );
- //
- group = new THREE.Group();
- const geometry = new THREE.TetrahedronGeometry( 10 );
- const material = new THREE.MeshStandardMaterial( { color: 0xf73232, flatShading: true } );
- for ( let i = 0; i < 100; i ++ ) {
- const mesh = new THREE.Mesh( geometry, material );
- mesh.position.x = Math.random() * 500 - 250;
- mesh.position.y = Math.random() * 500 - 250;
- mesh.position.z = Math.random() * 500 - 250;
- mesh.scale.setScalar( Math.random() * 2 + 1 );
- mesh.rotation.x = Math.random() * Math.PI;
- mesh.rotation.y = Math.random() * Math.PI;
- mesh.rotation.z = Math.random() * Math.PI;
- group.add( mesh );
- }
- scene.add( group );
- //
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( container.offsetWidth, container.offsetHeight );
- renderer.setAnimationLoop( animate );
- renderer.autoClear = false;
- container.appendChild( renderer.domElement );
- //
- const renderPass = new RenderPass( scene, camera );
- renderPass.clearAlpha = 0;
- //
- fxaaPass = new ShaderPass( FXAAShader );
- const outputPass = new OutputPass();
- composer1 = new EffectComposer( renderer );
- composer1.addPass( renderPass );
- composer1.addPass( outputPass );
- //
- const pixelRatio = renderer.getPixelRatio();
- fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( container.offsetWidth * pixelRatio );
- fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( container.offsetHeight * pixelRatio );
- composer2 = new EffectComposer( renderer );
- composer2.addPass( renderPass );
- composer2.addPass( outputPass );
- // FXAA is engineered to be applied towards the end of engine post processing after conversion to low dynamic range and conversion to the sRGB color space for display.
- composer2.addPass( fxaaPass );
- //
- window.addEventListener( 'resize', onWindowResize );
- }
- function onWindowResize() {
- camera.aspect = container.offsetWidth / container.offsetHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( container.offsetWidth, container.offsetHeight );
- composer1.setSize( container.offsetWidth, container.offsetHeight );
- composer2.setSize( container.offsetWidth, container.offsetHeight );
- const pixelRatio = renderer.getPixelRatio();
- fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( container.offsetWidth * pixelRatio );
- fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( container.offsetHeight * pixelRatio );
- }
- function animate() {
- const halfWidth = container.offsetWidth / 2;
- group.rotation.y += clock.getDelta() * 0.1;
- renderer.setScissorTest( true );
- renderer.setScissor( 0, 0, halfWidth - 1, container.offsetHeight );
- composer1.render();
- renderer.setScissor( halfWidth, 0, halfWidth, container.offsetHeight );
- composer2.render();
- renderer.setScissorTest( false );
- }
- </script>
- </body>
- </html>
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