Files
three.js/examples/webgl_postprocessing.html
T
alteredq 495de75ff2 Added OrthoCamera.
Modified examples to use it, hacking projection matrix started to feel a bit dirty.
2011-08-29 10:34:18 +02:00

315 lines
9.1 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js webgl - postprocessing</title>
<meta charset="utf-8">
<style type="text/css">
body {
color: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color:#000;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a { color: red; }
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
</div>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<!-- Time modulated procedural color fragment shader -->
<script id="fs-colors" type="x-shader/x-fragment">
varying vec2 vUv;
uniform float time;
void main(void) {
gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
}
</script>
<!-- Generic vertex shader -->
<script id="vs-generic" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = vec2( uv.x, 1.0 - uv.y );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="text/javascript">
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var cameraOrtho, cameraPerspective, sceneModel, sceneScreen, sceneBG, renderer, mesh, directionalLight;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var rtTexture, materialColor, materialScreen, materialFilm, materialConvolution, blurx, blury, quadBG, quadScreen;
var delta = 0.01;
init();
animate();
function init() {
container = document.getElementById( 'container' );
cameraOrtho = new THREE.OrthoCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
cameraOrtho.position.z = 100;
cameraPerspective = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
cameraPerspective.position.z = 900;
sceneModel = new THREE.Scene();
sceneScreen = new THREE.Scene();
sceneBG = new THREE.Scene();
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 0, 1 );
directionalLight.position.normalize();
sceneModel.addLight( directionalLight );
var pars1 = { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat },
pars2 = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
rtTexture1 = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars1 );
rtTexture2 = new THREE.WebGLRenderTarget( 256, 512, pars2 );
rtTexture3 = new THREE.WebGLRenderTarget( 512, 256, pars2 );
materialColor = new THREE.MeshShaderMaterial( {
uniforms: { time: { type: "f", value: 0.0 } },
vertexShader: getText( 'vs-generic' ),
fragmentShader: getText( 'fs-colors' ),
depthTest: false
} );
var screen_shader = THREE.ShaderUtils.lib[ "screen" ];
var screen_uniforms = THREE.UniformsUtils.clone( screen_shader.uniforms );
screen_uniforms[ "tDiffuse" ].texture = rtTexture1;
screen_uniforms[ "opacity" ].value = 0.4;
materialScreen = new THREE.MeshShaderMaterial( {
uniforms: screen_uniforms,
vertexShader: screen_shader.vertexShader,
fragmentShader: screen_shader.fragmentShader,
blending: THREE.AdditiveBlending,
transparent: true
} );
var film_shader = THREE.ShaderUtils.lib["film"];
var film_uniforms = THREE.UniformsUtils.clone( film_shader.uniforms );
film_uniforms[ "tDiffuse" ].texture = rtTexture1;
film_uniforms[ "nIntensity" ].value = 0.25;
film_uniforms[ "sIntensity" ].value = 0.5;
materialFilm = new THREE.MeshShaderMaterial( {
uniforms: film_uniforms,
vertexShader: film_shader.vertexShader,
fragmentShader: film_shader.fragmentShader
} );
var increment = 0.001953125;
blurx = new THREE.Vector2( increment, 0.0 ),
blury = new THREE.Vector2( 0.0, increment );
var convolution_shader = THREE.ShaderUtils.lib[ "convolution" ];
var convolution_uniforms = THREE.UniformsUtils.clone( convolution_shader.uniforms );
convolution_uniforms[ "tDiffuse" ].texture = rtTexture1;
convolution_uniforms[ "uImageIncrement" ].value = blurx;
convolution_uniforms[ "cKernel" ].value = THREE.ShaderUtils.buildKernel( 4.0 );
materialConvolution = new THREE.MeshShaderMaterial( {
uniforms: convolution_uniforms,
vertexShader: "#define KERNEL_SIZE 25.0\n" + convolution_shader.vertexShader,
fragmentShader: "#define KERNEL_SIZE 25\n" + convolution_shader.fragmentShader
} );
var plane = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
quadBG = new THREE.Mesh( plane, materialColor );
quadBG.position.z = -500;
sceneBG.addObject( quadBG );
loader = new THREE.JSONLoader( true );
document.body.appendChild( loader.statusDomElement );
loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
quadScreen = new THREE.Mesh( plane, materialConvolution );
quadScreen.position.z = -100;
sceneScreen.addObject( quadScreen );
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
//container.appendChild( stats.domElement );
}
function getText( id ) {
return document.getElementById( id ).textContent;
}
function createMesh( geometry, scene, scale ) {
geometry.computeTangents();
var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
var shader = THREE.ShaderUtils.lib[ "normal" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
uniforms[ "uNormalScale" ].value = - 0.75;
uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
uniforms[ "enableAO" ].value = false;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
uniforms[ "uShininess" ].value = shininess;
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
var mat2 = new THREE.MeshShaderMaterial( parameters );
mesh = new THREE.Mesh( geometry, mat2 );
mesh.position.set( 0, -50, 0 );
mesh.scale.set( scale, scale, scale );
scene.addObject( mesh );
loader.statusDomElement.style.display = "none";
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var time = new Date().getTime() * 0.0004;
if ( mesh ) mesh.rotation.y = -time;
if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
delta *= -1;
}
materialColor.uniforms.time.value += delta/2;
materialFilm.uniforms.time.value += delta;
renderer.clear();
// Render scene into texture
// background
renderer.render( sceneBG, cameraOrtho, rtTexture1, true );
// model
renderer.render( sceneModel, cameraPerspective, rtTexture1, false );
// Render quad with blured scene into texture (convolution pass 1)
quadScreen.materials[ 0 ] = materialConvolution;
materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
materialConvolution.uniforms.uImageIncrement.value = blurx;
renderer.render( sceneScreen, cameraOrtho, rtTexture2, true );
// Render quad with blured scene into texture (convolution pass 2)
materialConvolution.uniforms.tDiffuse.texture = rtTexture2;
materialConvolution.uniforms.uImageIncrement.value = blury;
renderer.render( sceneScreen, cameraOrtho, rtTexture3, true );
// Render original scene with superimposed blur into texture
quadScreen.materials[ 0 ] = materialScreen;
materialScreen.uniforms.tDiffuse.texture = rtTexture3;
materialScreen.uniforms.opacity.value = 1.0;
renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
// Render final scene to the screen with film shader
materialFilm.uniforms.tDiffuse.texture = rtTexture1;
quadScreen.materials[ 0 ] = materialFilm;
renderer.render( sceneScreen, cameraOrtho );
}
</script>
</body>
</html>