webgl_postprocessing_advanced.html 10 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="http://g3d.cs.williams.edu/g3d/data10/index.html#mesh19" target="_blank" rel="noopener">Lee Perry-Smith</a> head
  13. </div>
  14. <div id="container"></div>
  15. <script type="module">
  16. import * as THREE from '../build/three.module.js';
  17. import Stats from './jsm/libs/stats.module.js';
  18. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  19. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  20. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  21. import { BloomPass } from './jsm/postprocessing/BloomPass.js';
  22. import { FilmPass } from './jsm/postprocessing/FilmPass.js';
  23. import { DotScreenPass } from './jsm/postprocessing/DotScreenPass.js';
  24. import { MaskPass, ClearMaskPass } from './jsm/postprocessing/MaskPass.js';
  25. import { TexturePass } from './jsm/postprocessing/TexturePass.js';
  26. import { BleachBypassShader } from './jsm/shaders/BleachBypassShader.js';
  27. import { ColorifyShader } from './jsm/shaders/ColorifyShader.js';
  28. import { HorizontalBlurShader } from './jsm/shaders/HorizontalBlurShader.js';
  29. import { VerticalBlurShader } from './jsm/shaders/VerticalBlurShader.js';
  30. import { SepiaShader } from './jsm/shaders/SepiaShader.js';
  31. import { VignetteShader } from './jsm/shaders/VignetteShader.js';
  32. import { GammaCorrectionShader } from './jsm/shaders/GammaCorrectionShader.js';
  33. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  34. let container, stats;
  35. let composerScene, composer1, composer2, composer3, composer4;
  36. let cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
  37. const width = window.innerWidth || 2;
  38. const height = window.innerHeight || 2;
  39. let halfWidth = width / 2;
  40. let halfHeight = height / 2;
  41. let quadBG, quadMask, renderScene;
  42. const delta = 0.01;
  43. init();
  44. animate();
  45. function init() {
  46. container = document.getElementById( 'container' );
  47. //
  48. cameraOrtho = new THREE.OrthographicCamera( - halfWidth, halfWidth, halfHeight, - halfHeight, - 10000, 10000 );
  49. cameraOrtho.position.z = 100;
  50. cameraPerspective = new THREE.PerspectiveCamera( 50, width / height, 1, 10000 );
  51. cameraPerspective.position.z = 900;
  52. //
  53. sceneModel = new THREE.Scene();
  54. sceneBG = new THREE.Scene();
  55. //
  56. directionalLight = new THREE.DirectionalLight( 0xffffff );
  57. directionalLight.position.set( 0, - 0.1, 1 ).normalize();
  58. sceneModel.add( directionalLight );
  59. const loader = new GLTFLoader();
  60. loader.load( "models/gltf/LeePerrySmith/LeePerrySmith.glb", function ( gltf ) {
  61. createMesh( gltf.scene.children[ 0 ].geometry, sceneModel, 100 );
  62. } );
  63. //
  64. const diffuseMap = new THREE.TextureLoader().load( "textures/cube/SwedishRoyalCastle/pz.jpg" );
  65. diffuseMap.encoding = THREE.sRGBEncoding;
  66. const materialColor = new THREE.MeshBasicMaterial( {
  67. map: diffuseMap,
  68. depthTest: false
  69. } );
  70. quadBG = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), materialColor );
  71. quadBG.position.z = - 500;
  72. quadBG.scale.set( width, height, 1 );
  73. sceneBG.add( quadBG );
  74. //
  75. const sceneMask = new THREE.Scene();
  76. quadMask = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  77. quadMask.position.z = - 300;
  78. quadMask.scale.set( width / 2, height / 2, 1 );
  79. sceneMask.add( quadMask );
  80. //
  81. renderer = new THREE.WebGLRenderer();
  82. renderer.setPixelRatio( window.devicePixelRatio );
  83. renderer.setSize( width, height );
  84. renderer.autoClear = false;
  85. //
  86. container.appendChild( renderer.domElement );
  87. //
  88. stats = new Stats();
  89. container.appendChild( stats.dom );
  90. //
  91. const shaderBleach = BleachBypassShader;
  92. const shaderSepia = SepiaShader;
  93. const shaderVignette = VignetteShader;
  94. const effectBleach = new ShaderPass( shaderBleach );
  95. const effectSepia = new ShaderPass( shaderSepia );
  96. const effectVignette = new ShaderPass( shaderVignette );
  97. const gammaCorrection = new ShaderPass( GammaCorrectionShader );
  98. effectBleach.uniforms[ "opacity" ].value = 0.95;
  99. effectSepia.uniforms[ "amount" ].value = 0.9;
  100. effectVignette.uniforms[ "offset" ].value = 0.95;
  101. effectVignette.uniforms[ "darkness" ].value = 1.6;
  102. const effectBloom = new BloomPass( 0.5 );
  103. const effectFilm = new FilmPass( 0.35, 0.025, 648, false );
  104. const effectFilmBW = new FilmPass( 0.35, 0.5, 2048, true );
  105. const effectDotScreen = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
  106. const effectHBlur = new ShaderPass( HorizontalBlurShader );
  107. const effectVBlur = new ShaderPass( VerticalBlurShader );
  108. effectHBlur.uniforms[ 'h' ].value = 2 / ( width / 2 );
  109. effectVBlur.uniforms[ 'v' ].value = 2 / ( height / 2 );
  110. const effectColorify1 = new ShaderPass( ColorifyShader );
  111. const effectColorify2 = new ShaderPass( ColorifyShader );
  112. effectColorify1.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.8, 0.8 ) );
  113. effectColorify2.uniforms[ 'color' ] = new THREE.Uniform( new THREE.Color( 1, 0.75, 0.5 ) );
  114. const clearMask = new ClearMaskPass();
  115. const renderMask = new MaskPass( sceneModel, cameraPerspective );
  116. const renderMaskInverse = new MaskPass( sceneModel, cameraPerspective );
  117. renderMaskInverse.inverse = true;
  118. //
  119. const rtParameters = {
  120. minFilter: THREE.LinearFilter,
  121. magFilter: THREE.LinearFilter,
  122. format: THREE.RGBFormat,
  123. stencilBuffer: true
  124. };
  125. const rtWidth = width / 2;
  126. const rtHeight = height / 2;
  127. //
  128. const renderBackground = new RenderPass( sceneBG, cameraOrtho );
  129. const renderModel = new RenderPass( sceneModel, cameraPerspective );
  130. renderModel.clear = false;
  131. composerScene = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth * 2, rtHeight * 2, rtParameters ) );
  132. composerScene.addPass( renderBackground );
  133. composerScene.addPass( renderModel );
  134. composerScene.addPass( renderMaskInverse );
  135. composerScene.addPass( effectHBlur );
  136. composerScene.addPass( effectVBlur );
  137. composerScene.addPass( clearMask );
  138. //
  139. renderScene = new TexturePass( composerScene.renderTarget2.texture );
  140. //
  141. composer1 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  142. composer1.addPass( renderScene );
  143. composer1.addPass( gammaCorrection );
  144. composer1.addPass( effectFilmBW );
  145. composer1.addPass( effectVignette );
  146. //
  147. composer2 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  148. composer2.addPass( renderScene );
  149. composer2.addPass( gammaCorrection );
  150. composer2.addPass( effectDotScreen );
  151. composer2.addPass( renderMask );
  152. composer2.addPass( effectColorify1 );
  153. composer2.addPass( clearMask );
  154. composer2.addPass( renderMaskInverse );
  155. composer2.addPass( effectColorify2 );
  156. composer2.addPass( clearMask );
  157. composer2.addPass( effectVignette );
  158. //
  159. composer3 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  160. composer3.addPass( renderScene );
  161. composer3.addPass( gammaCorrection );
  162. composer3.addPass( effectSepia );
  163. composer3.addPass( effectFilm );
  164. composer3.addPass( effectVignette );
  165. //
  166. composer4 = new EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
  167. composer4.addPass( renderScene );
  168. composer4.addPass( gammaCorrection );
  169. composer4.addPass( effectBloom );
  170. composer4.addPass( effectFilm );
  171. composer4.addPass( effectBleach );
  172. composer4.addPass( effectVignette );
  173. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
  174. window.addEventListener( 'resize', onWindowResize );
  175. }
  176. function onWindowResize() {
  177. halfWidth = window.innerWidth / 2;
  178. halfHeight = window.innerHeight / 2;
  179. cameraPerspective.aspect = window.innerWidth / window.innerHeight;
  180. cameraPerspective.updateProjectionMatrix();
  181. cameraOrtho.left = - halfWidth;
  182. cameraOrtho.right = halfWidth;
  183. cameraOrtho.top = halfHeight;
  184. cameraOrtho.bottom = - halfHeight;
  185. cameraOrtho.updateProjectionMatrix();
  186. renderer.setSize( window.innerWidth, window.innerHeight );
  187. composerScene.setSize( halfWidth * 2, halfHeight * 2 );
  188. composer1.setSize( halfWidth, halfHeight );
  189. composer2.setSize( halfWidth, halfHeight );
  190. composer3.setSize( halfWidth, halfHeight );
  191. composer4.setSize( halfWidth, halfHeight );
  192. renderScene.uniforms[ "tDiffuse" ].value = composerScene.renderTarget2.texture;
  193. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  194. quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
  195. }
  196. function createMesh( geometry, scene, scale ) {
  197. const diffuseMap = new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Map-COL.jpg" );
  198. diffuseMap.encoding = THREE.sRGBEncoding;
  199. const mat2 = new THREE.MeshPhongMaterial( {
  200. color: 0x999999,
  201. specular: 0x080808,
  202. shininess: 20,
  203. map: diffuseMap,
  204. normalMap: new THREE.TextureLoader().load( "models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
  205. normalScale: new THREE.Vector2( 0.75, 0.75 )
  206. } );
  207. mesh = new THREE.Mesh( geometry, mat2 );
  208. mesh.position.set( 0, - 50, 0 );
  209. mesh.scale.set( scale, scale, scale );
  210. scene.add( mesh );
  211. }
  212. //
  213. function animate() {
  214. requestAnimationFrame( animate );
  215. stats.begin();
  216. render();
  217. stats.end();
  218. }
  219. function render() {
  220. const time = Date.now() * 0.0004;
  221. if ( mesh ) mesh.rotation.y = - time;
  222. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  223. composerScene.render( delta );
  224. renderer.setViewport( 0, 0, halfWidth, halfHeight );
  225. composer1.render( delta );
  226. renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
  227. composer2.render( delta );
  228. renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
  229. composer3.render( delta );
  230. renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
  231. composer4.render( delta );
  232. }
  233. </script>
  234. </body>
  235. </html>