Files
three.js/examples/postprocessing.html
T
alteredq a03f714244 Added postprocessing example.
For this had to extend WebGLRenderer a bit:

- MeshShaderMaterial now can take non-specific float array uniforms as "fv1"
  (there is already "fv" type for array of 3-item-vectors, which probably should be renamed to "fv3" to be consistent)

- render method has yet another parameter "clear" for clearing newly set framebuffer (defaults to true).
  This is a bit hackish but it seems necessary to control this somehow. I didn't manage to replicate
  desired behavior just with autoClear.

- another dirty thing is accessing GL context from the application side:
    renderer.context.disable( renderer.context.DEPTH_TEST );

    This should be refactored somehow, wrapped in some API call.
2011-01-15 02:20:47 +01:00

488 lines
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HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - postprocessing - webgl</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;
}
#oldie {
font-family:monospace;
font-size:13px;
text-align:center;
background:#eee;
color:#000;
padding:1em;
width:475px;
margin:5em auto 0;
display:none;
}
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>
<center>
<div id="oldie">
Sorry, your browser doesn't support <a href="http://khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">WebGL</a>
and <a href="http://www.whatwg.org/specs/web-workers/current-work/">Web Workers</a>.<br/>
<br/>
Please try in
<a href="http://www.chromium.org/getting-involved/dev-channel">Chrome 9+</a> /
<a href="http://www.mozilla.com/en-US/firefox/all-beta.html">Firefox 4+</a> /
<a href="http://nightly.webkit.org/">Safari OSX 10.6+</a>
</div>
</center>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript" src="../build/ThreeExtras.js"></script>
<!-- -----------------------------------------------------------------
Convolution shader
- ported from o3d sample to WebGL / GLSL
http://o3d.googlecode.com/svn/trunk/samples/convolution.html
----------------------------------------------------------------- ->
<!-- Convolution fragment shader -->
<script id="fs-convolution" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform vec2 uImageIncrement;
#define KERNEL_SIZE 25
uniform float cKernel[KERNEL_SIZE];
void main(void) {
vec2 imageCoord = vUv;
vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );
for( int i=0; i<KERNEL_SIZE; ++i ) {
sum += texture2D( tDiffuse, imageCoord ) * cKernel[i];
imageCoord += uImageIncrement;
}
gl_FragColor = sum;
}
</script>
<!-- Convolution vertex shader -->
<script id="vs-convolution" type="x-shader/x-vertex">
varying vec2 vUv;
uniform vec2 uImageIncrement;
#define KERNEL_SIZE 25.0
void main(void) {
//vUv = vec2( uv.x, 1.0 - uv.y ) - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;
vUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<!-- -----------------------------------------------------------------
Film grain & scanlines shader
- ported from HLSL to WebGL / GLSL
http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
// Screen Space Static Postprocessor
//
// Produces an analogue noise overlay similar to a film grain / TV static
//
// Original implementation and noise algorithm
// Pat 'Hawthorne' Shearon
//
// Optimized scanlines + noise version with intensity scaling
// Georg 'Leviathan' Steinrohder
// This version is provided under a Creative Commons Attribution 3.0 License
// http://creativecommons.org/licenses/by/3.0/
----------------------------------------------------------------- -->
<!-- Film grain & scanlines fragment shader -->
<script id="fs-film" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D tDiffuse;
// control parameter
uniform float time;
// noise effect intensity value (0 = no effect, 1 = full effect)
const float fNintensity = 0.35;
// scanlines effect intensity value (0 = no effect, 1 = full effect)
const float fSintensity = 0.35;
// scanlines effect count value (0 = no effect, 4096 = full effect)
const float fScount = 4096.0;
void main(void) {
// sample the source
vec4 cTextureScreen = texture2D( tDiffuse, vUv );
// make some noise
float x = vUv.x * vUv.y * time * 1000.0;
x = mod( x, 13.0 ) * mod( x, 123.0 );
float dx = mod( x, 0.01 );
// add noise
vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );
// get us a sine and cosine
vec2 sc = vec2( sin(vUv.y * fScount), cos(vUv.y * fScount) );
// add scanlines
cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * fSintensity;
// interpolate between source and result by intensity
cResult = cTextureScreen.rgb + clamp( fNintensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );
// convert to grayscale if desired
cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );
gl_FragColor = vec4( cResult, cTextureScreen.a );
}
</script>
<!-- Render parameter modulated texture fragment shader -->
<script id="fs-screen" type="x-shader/x-fragment">
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform float opacity;
void main(void)
{
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = opacity * texel;
}
</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 ( !is_browser_compatible() ) {
document.getElementById( "oldie" ).style.display = "block";
}
var container, stats;
var cameraOrtho, cameraPerspective, sceneRTT, 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;
init();
setInterval( loop, 1000 / 60 );
function init() {
container = document.getElementById( 'container' );
cameraOrtho = new THREE.Camera();
cameraOrtho.projectionMatrix = THREE.Matrix4.makeOrtho( 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;
sceneRTT = new THREE.Scene();
sceneScreen = new THREE.Scene();
sceneBG = new THREE.Scene();
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.x = 0;
directionalLight.position.y = 0;
directionalLight.position.z = 1;
directionalLight.position.normalize();
sceneRTT.addLight( directionalLight );
rtTexture1 = new THREE.RenderTarget( window.innerWidth, window.innerHeight, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
rtTexture2 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
rtTexture3 = new THREE.RenderTarget( 512, 256, { min_filter: THREE.LinearFilter, mag_filter: THREE.NearestFilter } );
materialColor = new THREE.MeshShaderMaterial( {
uniforms: { time: { type: "f", value: 0.0 } },
vertex_shader: document.getElementById( 'vs-generic' ).textContent,
fragment_shader: document.getElementById( 'fs-colors' ).textContent
} );
materialScreen = new THREE.MeshShaderMaterial( {
uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture1 },
opacity: { type: "f", value: 0.4 }
},
vertex_shader: document.getElementById( 'vs-generic' ).textContent,
fragment_shader: document.getElementById( 'fs-screen' ).textContent,
blending: THREE.AdditiveBlending
} );
materialFilm = new THREE.MeshShaderMaterial( {
uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture1 },
time: { type: "f", value: 0.0 }
},
vertex_shader: document.getElementById( 'vs-generic' ).textContent,
fragment_shader: document.getElementById( 'fs-film' ).textContent
} );
var kernel = buildKernel( 4.0 );
blurx = new THREE.Vector2( 0.001953125, 0.0 ),
blury = new THREE.Vector2( 0.0, 0.001953125 );
materialConvolution = new THREE.MeshShaderMaterial( {
uniforms: { tDiffuse: { type: "t", value: 0, texture: rtTexture1 },
uImageIncrement: { type: "v2", value: blury },
cKernel: { type: "fv1", value: kernel }
},
vertex_shader: document.getElementById( 'vs-convolution' ).textContent,
fragment_shader: document.getElementById( 'fs-convolution' ).textContent
} );
var plane = new Plane( window.innerWidth, window.innerHeight );
quadBG = new THREE.Mesh( plane, materialColor );
quadBG.position.z = -500;
sceneBG.addObject( quadBG );
loader = new THREE.Loader( true );
document.body.appendChild( loader.statusDomElement );
loader.loadAscii( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneRTT, 100 ) } } );
quadScreen = new THREE.Mesh( plane, materialConvolution );
quadScreen.position.z = -100;
sceneScreen.addObject( quadScreen );
renderer = new THREE.WebGLRenderer();
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 createMesh( geometry, scene, scale ) {
geometry.computeTangents();
var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
var shader = ShaderUtils.lib[ "normal" ];
var uniforms = Uniforms.clone( shader.uniforms );
uniforms[ "tNormal" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
uniforms[ "uNormalScale" ].value = - 0.75;
uniforms[ "tDiffuse" ].texture = ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
uniforms[ "enableAO" ].value = false;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "uPointLightPos" ].value = new THREE.Vector3(0,0,0);
uniforms[ "uPointLightColor" ].value = new THREE.Color(1,0,0);
uniforms[ "uDirLightPos" ].value = directionalLight.position;
uniforms[ "uDirLightColor" ].value = directionalLight.color;
uniforms[ "uAmbientLightColor" ].value = new THREE.Color(0,0,0);
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
uniforms[ "uShininess" ].value = shininess;
var parameters = { fragment_shader: shader.fragment_shader, vertex_shader: shader.vertex_shader, uniforms: uniforms };
var mat2 = new THREE.MeshShaderMaterial( parameters );
mesh = new THREE.Mesh( geometry, mat2 );
mesh.position.x = 0;
mesh.position.y = -50;
mesh.position.z = 0;
mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
mesh.updateMatrix();
scene.addObject( mesh );
loader.statusDomElement.style.display = "none";
}
/*****************************************************************************************/
// Convolution
// - ported from o3d convolution shader sample
// http://o3d.googlecode.com/svn/trunk/samples/convolution.html
/*****************************************************************************************/
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
function gauss( x, sigma ) {
return Math.exp( - (x * x) / (2.0 * sigma * sigma) );
}
function buildKernel( sigma ) {
var kMaxKernelSize = 25;
var kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
var halfWidth = ( kernelSize - 1 ) * 0.5
var values = new Array( kernelSize );
var sum = 0.0;
for( var i = 0; i < kernelSize; ++i ) {
values[ i ] = gauss( i - halfWidth, sigma );
sum += values[ i ];
}
// normalize the kernel
for( var i = 0; i<kernelSize; ++i ) values[ i ] /= sum;
return values;
}
var delta = 0.01;
var start = 0;
function loop() {
if ( ! start ) start = new Date().getTime();
var time = ( new Date().getTime() - start ) * 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
renderer.context.disable( renderer.context.DEPTH_TEST );
renderer.render( sceneBG, cameraOrtho, rtTexture1 );
renderer.context.enable( renderer.context.DEPTH_TEST );
renderer.render( sceneRTT, cameraPerspective, rtTexture1 );
// Render quad with blured scene into texture (convolution pass 1)
quadScreen.materials = [ materialConvolution ];
materialConvolution.uniforms.tDiffuse.texture = rtTexture1;
materialConvolution.uniforms.uImageIncrement.value = blurx;
renderer.render( sceneScreen, cameraOrtho, rtTexture2 );
// 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 );
// Render original scene with superimposed blur into texture
quadScreen.materials = [ materialScreen ];
materialScreen.uniforms.tDiffuse.texture = rtTexture3;
materialScreen.uniforms.opacity.value = 1.0;
renderer.render( sceneScreen, cameraOrtho, rtTexture1, false );
materialFilm.uniforms.tDiffuse.texture = rtTexture1;
quadScreen.materials = [ materialFilm ];
renderer.render( sceneScreen, cameraOrtho );
stats.update();
}
function is_browser_compatible() {
// WebGL support
try { var test = new Float32Array(1); } catch(e) { return false; }
// Web workers
return !!window.Worker;
}
</script>
</body>
</html>