535 lines
12 KiB
HTML
535 lines
12 KiB
HTML
<!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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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Post-Processing
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</div>
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<script type="module">
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import * as THREE from '../build/three.module.js';
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import { GUI } from './jsm/libs/dat.gui.module.js';
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import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
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import { RenderPass } from './jsm/postprocessing/RenderPass.js';
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import { NodePass } from './jsm/nodes/postprocessing/NodePass.js';
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import * as Nodes from './jsm/nodes/Nodes.js';
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let camera, scene, renderer, composer;
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let object, light, nodepass;
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let gui;
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const clock = new THREE.Clock();
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const frame = new Nodes.NodeFrame();
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const param = { example: 'color-adjustment' };
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const textureLoader = new THREE.TextureLoader();
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const lensflare2 = textureLoader.load( 'textures/lensflare/lensflare0.png' );
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lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
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const 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 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 / 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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let 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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const name = param.example;
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let screen, fade, scale;
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clearGui();
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switch ( name ) {
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case 'color-adjustment':
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screen = new Nodes.ScreenNode();
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const hue = new Nodes.FloatNode();
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const sataturation = new Nodes.FloatNode( 1 );
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const vibrance = new Nodes.FloatNode();
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const brightness = new Nodes.FloatNode( 0 );
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const contrast = new Nodes.FloatNode( 1 );
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const hueNode = new Nodes.ColorAdjustmentNode( screen, hue, Nodes.ColorAdjustmentNode.HUE );
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const satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
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const vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
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const brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
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const contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
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nodepass.input = 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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// PASS
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const color = new Nodes.ColorNode( 0xFFFFFF );
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const percent = new Nodes.FloatNode( .5 );
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fade = new Nodes.MathNode(
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new Nodes.ScreenNode(),
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color,
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percent,
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Nodes.MathNode.MIX
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);
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nodepass.input = 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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// PASS
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const alpha = new Nodes.FloatNode( 1 );
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screen = new Nodes.ScreenNode();
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const inverted = new Nodes.MathNode( screen, Nodes.MathNode.INVERT );
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fade = new Nodes.MathNode(
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screen,
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inverted,
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alpha,
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Nodes.MathNode.MIX
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);
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nodepass.input = 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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// PASS
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const multiply = new Nodes.OperatorNode(
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new Nodes.ScreenNode(),
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new Nodes.TextureNode( lensflare2 ),
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Nodes.OperatorNode.ADD
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);
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nodepass.input = multiply;
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// GUI
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addGui( 'blend', {
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'addition': Nodes.OperatorNode.ADD,
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'subtract': Nodes.OperatorNode.SUB,
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'multiply': Nodes.OperatorNode.MUL,
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'division': Nodes.OperatorNode.DIV
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}, function ( val ) {
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multiply.op = val;
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nodepass.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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screen = new Nodes.ScreenNode();
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const sat = new Nodes.FloatNode( 0 );
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const satrgb = new Nodes.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" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
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const saturation = new Nodes.FunctionCallNode( satrgb );
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saturation.inputs.rgb = screen;
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saturation.inputs.adjustment = sat;
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nodepass.input = 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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// PASS
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const normal = new Nodes.TextureNode( decalNormal );
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const normalXY = new Nodes.SwitchNode( normal, 'xy' );
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scale = new Nodes.FloatNode( .5 );
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const normalXYFlip = new Nodes.MathNode(
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normalXY,
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Nodes.MathNode.INVERT
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);
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const offsetNormal = new Nodes.OperatorNode(
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normalXYFlip,
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new Nodes.FloatNode( .5 ),
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Nodes.OperatorNode.ADD
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);
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const scaleTexture = new Nodes.OperatorNode(
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new Nodes.SwitchNode( normal, 'z' ),
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offsetNormal,
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Nodes.OperatorNode.MUL
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);
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const scaleNormal = new Nodes.MathNode(
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new Nodes.FloatNode( 1 ),
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scaleTexture,
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scale,
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Nodes.MathNode.MIX
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);
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const offsetCoord = new Nodes.OperatorNode(
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new Nodes.UVNode(),
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scaleNormal,
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Nodes.OperatorNode.MUL
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);
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screen = new Nodes.ScreenNode( offsetCoord );
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nodepass.input = 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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nodepass.needsUpdate = true;
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} );
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break;
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case 'mosaic':
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// PASS
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scale = new Nodes.FloatNode( 128 );
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fade = new Nodes.FloatNode( 1 );
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const uv = new Nodes.UVNode();
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const blocks = new Nodes.OperatorNode(
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uv,
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scale,
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Nodes.OperatorNode.MUL
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);
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const blocksSize = new Nodes.MathNode(
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blocks,
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Nodes.MathNode.FLOOR
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);
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const mosaicUV = new Nodes.OperatorNode(
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blocksSize,
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scale,
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Nodes.OperatorNode.DIV
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);
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const fadeScreen = new Nodes.MathNode(
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uv,
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mosaicUV,
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fade,
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Nodes.MathNode.MIX
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);
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nodepass.input = new Nodes.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 Nodes.TextureNode( lensflare2 ) : fade;
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nodepass.needsUpdate = true;
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} );
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break;
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case 'blur':
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// PASS
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const size = renderer.getDrawingBufferSize( new THREE.Vector2() );
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const blurScreen = new Nodes.BlurNode( new Nodes.ScreenNode() );
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blurScreen.size = new THREE.Vector2( size.width, size.height );
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nodepass.input = 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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nodepass.needsUpdate = true;
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// test serialization
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/*
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let library = {};
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library[ lensflare2.uuid ] = lensflare2;
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library[ decalNormal.uuid ] = decalNormal;
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let json = nodepass.toJSON();
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nodepass.input = new Nodes.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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//
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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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const geometry = new THREE.SphereGeometry( 1, 4, 4 );
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for ( let i = 0; i < 100; i ++ ) {
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const material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), flatShading: true } );
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const 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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// postprocessing
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composer = new EffectComposer( renderer );
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composer.addPass( new RenderPass( scene, camera ) );
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nodepass = new NodePass();
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composer.addPass( nodepass );
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//
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updateMaterial();
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window.addEventListener( 'resize', onWindowResize );
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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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renderer.setSize( window.innerWidth, window.innerHeight );
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composer.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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const 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 ).updateNode( nodepass.material );
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composer.render();
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}
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</script>
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</body>
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</html>
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