mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 04:56:01 +10:00
Refactored postprocessing out of examples into own set of classes.
Not sure yet about names and location of files.
This commit is contained in:
@@ -25,7 +25,6 @@
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}
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a { color: red; }
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</style>
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</head>
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<body>
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@@ -38,6 +37,11 @@
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
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<script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
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<script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
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<script type="text/javascript" src="js/postprocessing/FilmPass.js"></script>
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<script type="text/javascript" src="js/Detector.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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@@ -45,19 +49,22 @@
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<!-- Time modulated procedural color fragment shader -->
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<script id="fs-colors" type="x-shader/x-fragment">
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varying vec2 vUv;
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uniform float time;
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void main(void) {
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void main() {
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gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
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}
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</script>
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<!-- Generic vertex shader -->
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<script id="vs-generic" type="x-shader/x-vertex">
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varying vec2 vUv;
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void main() {
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@@ -66,6 +73,7 @@
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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@@ -75,7 +83,9 @@
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var container, stats;
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var cameraOrtho, cameraPerspective, sceneModel, sceneScreen, sceneBG, renderer, mesh, directionalLight;
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var composer;
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var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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@@ -97,20 +107,22 @@
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cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
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cameraPerspective.position.z = 900;
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//
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sceneModel = new THREE.Scene();
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sceneScreen = new THREE.Scene();
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sceneBG = new THREE.Scene();
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directionalLight = new THREE.DirectionalLight( 0xffffff );
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directionalLight.position.set( 0, 0, 1 );
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directionalLight.position.normalize();
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sceneModel.addLight( directionalLight );
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var pars1 = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat },
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pars2 = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
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rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars1 );
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rtTexture2 = new THREE.WebGLRenderTarget( 256, 512, pars2 );
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rtTexture3 = new THREE.WebGLRenderTarget( 512, 256, pars2 );
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loader = new THREE.JSONLoader( true );
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document.body.appendChild( loader.statusDomElement );
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loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
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//
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sceneBG = new THREE.Scene();
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materialColor = new THREE.MeshShaderMaterial( {
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@@ -121,70 +133,13 @@
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} );
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var screen_shader = THREE.ShaderUtils.lib[ "screen" ];
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var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
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screen_uniforms[ "tDiffuse" ].texture = rtTexture1;
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screen_uniforms[ "opacity" ].value = 0.4;
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materialScreen = new THREE.MeshShaderMaterial( {
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uniforms: screen_uniforms,
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vertexShader: screen_shader.vertexShader,
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fragmentShader: screen_shader.fragmentShader,
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blending: THREE.AdditiveBlending,
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transparent: true
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} );
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var film_shader = THREE.ShaderUtils.lib["film"];
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var film_uniforms = THREE.UniformsUtils.clone( film_shader.uniforms );
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film_uniforms[ "tDiffuse" ].texture = rtTexture1;
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film_uniforms[ "nIntensity" ].value = 0.25;
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film_uniforms[ "sIntensity" ].value = 0.5;
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materialFilm = new THREE.MeshShaderMaterial( {
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uniforms: film_uniforms,
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vertexShader: film_shader.vertexShader,
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fragmentShader: film_shader.fragmentShader
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} );
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var increment = 0.001953125;
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blurx = new THREE.Vector2( increment, 0.0 ),
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blury = new THREE.Vector2( 0.0, increment );
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var convolution_shader = THREE.ShaderUtils.lib[ "convolution" ];
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var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
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convolution_uniforms[ "tDiffuse" ].texture = rtTexture1;
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convolution_uniforms[ "uImageIncrement" ].value = blurx;
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convolution_uniforms[ "cKernel" ].value = THREE.ShaderUtils.buildKernel( 4.0 );
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materialConvolution = new THREE.MeshShaderMaterial( {
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uniforms: convolution_uniforms,
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vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
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fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
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} );
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var plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
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quadBG = new THREE.Mesh( plane, materialColor );
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quadBG.position.z = -500;
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sceneBG.addObject( quadBG );
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loader = new THREE.JSONLoader( true );
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document.body.appendChild( loader.statusDomElement );
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loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
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quadScreen = new THREE.Mesh( plane, materialConvolution );
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quadScreen.position.z = -100;
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sceneScreen.addObject( quadScreen );
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//
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setSize( window.innerWidth, window.innerHeight );
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@@ -195,7 +150,24 @@
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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//container.appendChild( stats.domElement );
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container.appendChild( stats.domElement );
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//
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var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
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var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
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var effectBloom = new THREE.BloomPass( 1.0 );
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var effectFilm = new THREE.FilmPass( 0.25, 0.5 );
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renderModel.clear = false;
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effectFilm.renderToScreen = true;
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composer = new THREE.EffectComposer( renderer );
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composer.addPass( renderBackground );
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composer.addPass( renderModel );
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composer.addPass( effectBloom );
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composer.addPass( effectFilm );
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}
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@@ -264,51 +236,13 @@
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}
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materialColor.uniforms.time.value += delta/2;
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materialFilm.uniforms.time.value += delta;
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materialColor.uniforms.time.value += delta / 2;
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renderer.clear();
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// Render scene into texture
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// background
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renderer.render( sceneBG, cameraOrtho, rtTexture1, true );
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// model
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renderer.render( sceneModel, cameraPerspective, rtTexture1, false );
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// Render quad with blured scene into texture (convolution pass 1)
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quadScreen.materials[ 0 ] = materialConvolution;
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materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
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materialConvolution.uniforms.uImageIncrement.value = blurx;
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renderer.render( sceneScreen, cameraOrtho, rtTexture2, true );
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// Render quad with blured scene into texture (convolution pass 2)
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materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
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materialConvolution.uniforms.uImageIncrement.value = blury;
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renderer.render( sceneScreen, cameraOrtho, rtTexture3, true );
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// Render original scene with superimposed blur into texture
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quadScreen.materials[ 0 ] = materialScreen;
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materialScreen.uniforms.tDiffuse.texture = rtTexture3;
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materialScreen.uniforms.opacity.value = 1.0;
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renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
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// Render final scene to the screen with film shader
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materialFilm.uniforms.tDiffuse.texture = rtTexture1;
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quadScreen.materials[ 0 ] = materialFilm;
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renderer.render( sceneScreen, cameraOrtho );
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composer.render( delta );
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}
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</script>
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</body>
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</html>
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