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apt-nl-map/static/Magic4/js/three.js-dev/examples/webgl_postprocessing_pixel.html

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2024-12-04 10:21:04 +08:00
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing - pixel shader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - pixel shader by <a href="http://wongbryan.github.io">wongbryan</a>
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { TrackballControls } from './jsm/controls/TrackballControls.js';
import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
import { RenderPass } from './jsm/postprocessing/RenderPass.js';
import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
import { PixelShader } from './jsm/shaders/PixelShader.js';
let camera, scene, renderer, gui, composer, controls;
let pixelPass, params;
let group;
init();
animate();
function updateGUI() {
pixelPass.uniforms[ "pixelSize" ].value = params.pixelSize;
}
function init() {
const container = document.getElementById( 'container' );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 0, 0, 30 );
controls = new TrackballControls( camera, renderer.domElement );
controls.rotateSpeed = 2.0;
controls.panSpeed = 0.8;
controls.zoomSpeed = 1.5;
scene = new THREE.Scene();
const hemisphereLight = new THREE.HemisphereLight( 0xfceafc, 0x000000, .8 );
scene.add( hemisphereLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, .5 );
dirLight.position.set( 150, 75, 150 );
scene.add( dirLight );
const dirLight2 = new THREE.DirectionalLight( 0xffffff, .2 );
dirLight2.position.set( - 150, 75, - 150 );
scene.add( dirLight2 );
const dirLight3 = new THREE.DirectionalLight( 0xffffff, .1 );
dirLight3.position.set( 0, 125, 0 );
scene.add( dirLight3 );
const geometries = [
new THREE.SphereGeometry( 1, 64, 64 ),
new THREE.BoxGeometry( 1, 1, 1 ),
new THREE.ConeGeometry( 1, 1, 32 ),
new THREE.TetrahedronGeometry( 1 ),
new THREE.TorusKnotGeometry( 1, .4 )
];
group = new THREE.Group();
for ( let i = 0; i < 25; i ++ ) {
const geom = geometries[ Math.floor( Math.random() * geometries.length ) ];
const color = new THREE.Color();
color.setHSL( Math.random(), .7 + .2 * Math.random(), .5 + .1 * Math.random() );
const mat = new THREE.MeshPhongMaterial( { color: color, shininess: 200 } );
const mesh = new THREE.Mesh( geom, mat );
const s = 4 + Math.random() * 10;
mesh.scale.set( s, s, s );
mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
mesh.position.multiplyScalar( Math.random() * 200 );
mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
group.add( mesh );
}
scene.add( group );
composer = new EffectComposer( renderer );
composer.addPass( new RenderPass( scene, camera ) );
pixelPass = new ShaderPass( PixelShader );
pixelPass.uniforms[ "resolution" ].value = new THREE.Vector2( window.innerWidth, window.innerHeight );
pixelPass.uniforms[ "resolution" ].value.multiplyScalar( window.devicePixelRatio );
composer.addPass( pixelPass );
window.addEventListener( 'resize', onWindowResize );
params = {
pixelSize: 16,
postprocessing: true
};
gui = new GUI();
gui.add( params, 'pixelSize' ).min( 2 ).max( 32 ).step( 2 );
gui.add( params, 'postprocessing' );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
pixelPass.uniforms[ "resolution" ].value.set( window.innerWidth, window.innerHeight ).multiplyScalar( window.devicePixelRatio );
}
function update() {
controls.update();
updateGUI();
group.rotation.y += .0015;
group.rotation.z += .001;
}
function animate() {
update();
if ( params.postprocessing ) {
composer.render();
} else {
renderer.render( scene, camera );
}
window.requestAnimationFrame( animate );
}
</script>
</body>
</html>