You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_postprocessing_nodes....

571 lines
12 KiB

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing with nodes</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0px;
background-color: #000;
overflow: hidden;
font-family:Monospace;
font-size:13px;
margin: 0px;
text-align:center;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
display:block;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Post-Processing
</div>
<script src="../build/three.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script type="module">
import './js/nodes/THREE.Nodes.js';
import './js/loaders/NodeMaterialLoader.js';
var camera, scene, renderer;
var object, light, nodepost;
var gui;
var clock = new THREE.Clock();
var frame = new THREE.NodeFrame();
var param = { example: new URL( window.location.href ).searchParams.get( 'e' ) || 'color-adjustment' };
var textureLoader = new THREE.TextureLoader();
var lensflare2 = textureLoader.load( 'textures/lensflare/lensflare0.png' );
lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
var decalNormal = textureLoader.load( 'textures/decal/decal-normal.jpg' );
decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;
init();
animate();
function clearGui() {
if ( gui ) gui.destroy();
gui = new dat.GUI();
gui.add( param, 'example', {
'basic / color-adjustment': 'color-adjustment',
'basic / blends': 'blends',
'basic / fade': 'fade',
'basic / invert': 'invert',
'basic / blur': 'blur',
'adv / motion-blur': 'motion-blur',
'adv / saturation': 'saturation',
'adv / refraction': 'refraction',
'adv / mosaic': 'mosaic'
} ).onFinishChange( function () {
updateMaterial();
} );
gui.open();
}
function addGui( name, value, callback, isColor, min, max ) {
var node;
param[ name ] = value;
if ( isColor ) {
node = gui.addColor( param, name ).onChange( function () {
callback( param[ name ] );
} );
} else if ( typeof value == 'object' ) {
param[ name ] = value[ Object.keys( value )[ 0 ] ];
node = gui.add( param, name, value ).onChange( function () {
callback( param[ name ] );
} );
} else {
node = gui.add( param, name, min, max ).onChange( function () {
callback( param[ name ] );
} );
}
return node;
}
function updateMaterial() {
var name = param.example;
clearGui();
switch ( name ) {
case 'color-adjustment':
// POST
var screen = new THREE.ScreenNode();
var hue = new THREE.FloatNode();
var sataturation = new THREE.FloatNode( 1 );
var vibrance = new THREE.FloatNode();
var brightness = new THREE.FloatNode( 0 );
var contrast = new THREE.FloatNode( 1 );
var hueNode = new THREE.ColorAdjustmentNode( screen, hue, THREE.ColorAdjustmentNode.HUE );
var satNode = new THREE.ColorAdjustmentNode( hueNode, sataturation, THREE.ColorAdjustmentNode.SATURATION );
var vibranceNode = new THREE.ColorAdjustmentNode( satNode, vibrance, THREE.ColorAdjustmentNode.VIBRANCE );
var brightnessNode = new THREE.ColorAdjustmentNode( vibranceNode, brightness, THREE.ColorAdjustmentNode.BRIGHTNESS );
var contrastNode = new THREE.ColorAdjustmentNode( brightnessNode, contrast, THREE.ColorAdjustmentNode.CONTRAST );
nodepost.output = contrastNode;
// GUI
addGui( 'hue', hue.value, function ( val ) {
hue.value = val;
}, false, 0, Math.PI * 2 );
addGui( 'saturation', sataturation.value, function ( val ) {
sataturation.value = val;
}, false, 0, 2 );
addGui( 'vibrance', vibrance.value, function ( val ) {
vibrance.value = val;
}, false, - 1, 1 );
addGui( 'brightness', brightness.value, function ( val ) {
brightness.value = val;
}, false, 0, .5 );
addGui( 'contrast', contrast.value, function ( val ) {
contrast.value = val;
}, false, 0, 2 );
break;
case 'fade':
// POST
var color = new THREE.ColorNode( 0xFFFFFF );
var percent = new THREE.FloatNode( .5 );
var fade = new THREE.Math3Node(
new THREE.ScreenNode(),
color,
percent,
THREE.Math3Node.MIX
);
nodepost.output = fade;
// GUI
addGui( 'color', color.value.getHex(), function ( val ) {
color.value.setHex( val );
}, true );
addGui( 'fade', percent.value, function ( val ) {
percent.value = val;
}, false, 0, 1 );
break;
case 'invert':
// POST
var alpha = new THREE.FloatNode( 1 );
var screen = new THREE.ScreenNode();
var inverted = new THREE.Math1Node( screen, THREE.Math1Node.INVERT );
var fade = new THREE.Math3Node(
screen,
inverted,
alpha,
THREE.Math3Node.MIX
);
nodepost.output = fade;
// GUI
addGui( 'alpha', alpha.value, function ( val ) {
alpha.value = val;
}, false, 0, 1 );
break;
case 'blends':
// POST
var multiply = new THREE.OperatorNode(
new THREE.ScreenNode(),
new THREE.TextureNode( lensflare2 ),
THREE.OperatorNode.ADD
);
nodepost.output = multiply;
// GUI
addGui( 'blend', {
'addition': THREE.OperatorNode.ADD,
'subtract': THREE.OperatorNode.SUB,
'multiply': THREE.OperatorNode.MUL,
'division': THREE.OperatorNode.DIV
}, function ( val ) {
multiply.op = val;
nodepost.needsUpdate = true;
} );
break;
case 'saturation':
// PASS
var screen = new THREE.ScreenNode();
var sat = new THREE.FloatNode( 0 );
var satrgb = new THREE.FunctionNode( [
"vec3 satrgb( vec3 rgb, float adjustment ) {",
// include luminance function from LuminanceNode
" vec3 intensity = vec3( luminance( rgb ) );",
" return mix( intensity, rgb, adjustment );",
"}"
].join( "\n" ), [ THREE.LuminanceNode.Nodes.luminance ] );
var saturation = new THREE.FunctionCallNode( satrgb );
saturation.inputs.rgb = screen;
saturation.inputs.adjustment = sat;
nodepost.output = saturation;
// GUI
addGui( 'saturation', sat.value, function ( val ) {
sat.value = val;
}, false, 0, 2 );
break;
case 'refraction':
// POST
var normal = new THREE.TextureNode( decalNormal );
var normalXY = new THREE.SwitchNode( normal, 'xy' );
var scale = new THREE.FloatNode( .5 );
var normalXYFlip = new THREE.Math1Node(
normalXY,
THREE.Math1Node.INVERT
);
var offsetNormal = new THREE.OperatorNode(
normalXYFlip,
new THREE.FloatNode( .5 ),
THREE.OperatorNode.ADD
);
var scaleTexture = new THREE.OperatorNode(
new THREE.SwitchNode( normal, 'z' ),
offsetNormal,
THREE.OperatorNode.MUL
);
var scaleNormal = new THREE.Math3Node(
new THREE.FloatNode( 1 ),
scaleTexture,
scale,
THREE.Math3Node.MIX
);
var offsetCoord = new THREE.OperatorNode(
new THREE.UVNode(),
scaleNormal,
THREE.OperatorNode.MUL
);
var screen = new THREE.ScreenNode( offsetCoord );
nodepost.output = screen;
// GUI
addGui( 'scale', scale.value, function ( val ) {
scale.value = val;
}, false, 0, 1 );
addGui( 'invert', false, function ( val ) {
offsetNormal.a = val ? normalXYFlip : normalXY;
nodepost.needsUpdate = true;
} );
break;
case 'motion-blur':
// POST
var size = renderer.getDrawingBufferSize( new THREE.Vector2() );
var screen = new THREE.ScreenNode();
var previousFrame = new THREE.RTTNode( size.width, size.height, screen );
var motionBlur = new THREE.Math3Node(
previousFrame,
screen,
new THREE.FloatNode( .5 ),
THREE.Math3Node.MIX
);
var currentFrame = new THREE.RTTNode( size.width, size.height, motionBlur );
currentFrame.saveTo = previousFrame;
nodepost.output = currentFrame;
break;
case 'mosaic':
// POST
var scale = new THREE.FloatNode( 128 );
var fade = new THREE.FloatNode( 1 );
var uv = new THREE.UVNode();
var blocks = new THREE.OperatorNode(
uv,
scale,
THREE.OperatorNode.MUL
);
var blocksSize = new THREE.Math1Node(
blocks,
THREE.Math1Node.FLOOR
);
var mosaicUV = new THREE.OperatorNode(
blocksSize,
scale,
THREE.OperatorNode.DIV
);
var fadeScreen = new THREE.Math3Node(
uv,
mosaicUV,
fade,
THREE.Math3Node.MIX
);
nodepost.output = new THREE.ScreenNode( fadeScreen );
// GUI
addGui( 'scale', scale.value, function ( val ) {
scale.value = val;
}, false, 16, 1024 );
addGui( 'fade', fade.value, function ( val ) {
fade.value = val;
}, false, 0, 1 );
addGui( 'mask', false, function ( val ) {
fadeScreen.c = val ? new THREE.TextureNode( lensflare2 ) : fade;
nodepost.needsUpdate = true;
} );
break;
case 'blur':
// POST
var size = renderer.getDrawingBufferSize( new THREE.Vector2() );
var blurScreen = new THREE.BlurNode( new THREE.ScreenNode() );
blurScreen.size = new THREE.Vector2( size.width, size.height );
nodepost.output = blurScreen;
// GUI
addGui( 'blurX', blurScreen.radius.x, function ( val ) {
blurScreen.radius.x = val;
}, false, 0, 15 );
addGui( 'blurY', blurScreen.radius.y, function ( val ) {
blurScreen.radius.y = val;
}, false, 0, 15 );
break;
}
nodepost.needsUpdate = true;
// test serialization
/*
var library = {};
library[ lensflare2.uuid ] = lensflare2;
library[ decalNormal.uuid ] = decalNormal;
var json = nodepost.toJSON();
nodepost.output = new THREE.NodeMaterialLoader( null, library ).parse( json ).value;
*/
}
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
nodepost = new THREE.NodePostProcessing( renderer );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x0066FF, 1, 1000 );
object = new THREE.Object3D();
scene.add( object );
var geometry = new THREE.SphereBufferGeometry( 1, 4, 4 );
for ( var i = 0; i < 100; i ++ ) {
var material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), flatShading: true } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
mesh.position.multiplyScalar( Math.random() * 400 );
mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = 10 + ( Math.random() * 40 );
object.add( mesh );
}
scene.add( new THREE.AmbientLight( 0x999999 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
//
updateMaterial();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
nodepost.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var delta = clock.getDelta();
object.rotation.x += 0.005;
object.rotation.y += 0.01;
frame.update( delta );
nodepost.render( scene, camera, frame );
}
</script>
</body>
</html>