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