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apt-nl-map/static/Magic4/js/three.js-dev/examples/webgl_postprocessing_nodes_pass.html
2024-12-04 10:21:04 +08:00

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<!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">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Node-Based Post-Processing
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
import { RenderPass } from './jsm/postprocessing/RenderPass.js';
import { NodePass } from './jsm/nodes/postprocessing/NodePass.js';
import * as Nodes from './jsm/nodes/Nodes.js';
let camera, scene, renderer, composer;
let object, light, nodepass;
let gui;
const clock = new THREE.Clock();
const frame = new Nodes.NodeFrame();
const param = { example: 'color-adjustment' };
const textureLoader = new THREE.TextureLoader();
const lensflare2 = textureLoader.load( 'textures/lensflare/lensflare0.png' );
lensflare2.wrapS = lensflare2.wrapT = THREE.RepeatWrapping;
const decalNormal = textureLoader.load( 'textures/decal/decal-normal.jpg' );
decalNormal.wrapS = decalNormal.wrapT = THREE.RepeatWrapping;
init();
animate();
function clearGui() {
if ( gui ) gui.destroy();
gui = new GUI();
gui.add( param, 'example', {
'basic / color-adjustment': 'color-adjustment',
'basic / blends': 'blends',
'basic / fade': 'fade',
'basic / invert': 'invert',
'basic / blur': 'blur',
'adv / saturation': 'saturation',
'adv / refraction': 'refraction',
'adv / mosaic': 'mosaic'
} ).onFinishChange( function () {
updateMaterial();
} );
gui.open();
}
function addGui( name, value, callback, isColor, min, max ) {
let 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() {
const name = param.example;
let screen, fade, scale;
clearGui();
switch ( name ) {
case 'color-adjustment':
screen = new Nodes.ScreenNode();
const hue = new Nodes.FloatNode();
const sataturation = new Nodes.FloatNode( 1 );
const vibrance = new Nodes.FloatNode();
const brightness = new Nodes.FloatNode( 0 );
const contrast = new Nodes.FloatNode( 1 );
const hueNode = new Nodes.ColorAdjustmentNode( screen, hue, Nodes.ColorAdjustmentNode.HUE );
const satNode = new Nodes.ColorAdjustmentNode( hueNode, sataturation, Nodes.ColorAdjustmentNode.SATURATION );
const vibranceNode = new Nodes.ColorAdjustmentNode( satNode, vibrance, Nodes.ColorAdjustmentNode.VIBRANCE );
const brightnessNode = new Nodes.ColorAdjustmentNode( vibranceNode, brightness, Nodes.ColorAdjustmentNode.BRIGHTNESS );
const contrastNode = new Nodes.ColorAdjustmentNode( brightnessNode, contrast, Nodes.ColorAdjustmentNode.CONTRAST );
nodepass.input = 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':
// PASS
const color = new Nodes.ColorNode( 0xFFFFFF );
const percent = new Nodes.FloatNode( .5 );
fade = new Nodes.MathNode(
new Nodes.ScreenNode(),
color,
percent,
Nodes.MathNode.MIX
);
nodepass.input = 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':
// PASS
const alpha = new Nodes.FloatNode( 1 );
screen = new Nodes.ScreenNode();
const inverted = new Nodes.MathNode( screen, Nodes.MathNode.INVERT );
fade = new Nodes.MathNode(
screen,
inverted,
alpha,
Nodes.MathNode.MIX
);
nodepass.input = fade;
// GUI
addGui( 'alpha', alpha.value, function ( val ) {
alpha.value = val;
}, false, 0, 1 );
break;
case 'blends':
// PASS
const multiply = new Nodes.OperatorNode(
new Nodes.ScreenNode(),
new Nodes.TextureNode( lensflare2 ),
Nodes.OperatorNode.ADD
);
nodepass.input = multiply;
// GUI
addGui( 'blend', {
'addition': Nodes.OperatorNode.ADD,
'subtract': Nodes.OperatorNode.SUB,
'multiply': Nodes.OperatorNode.MUL,
'division': Nodes.OperatorNode.DIV
}, function ( val ) {
multiply.op = val;
nodepass.needsUpdate = true;
} );
break;
case 'saturation':
// PASS
screen = new Nodes.ScreenNode();
const sat = new Nodes.FloatNode( 0 );
const satrgb = new Nodes.FunctionNode( [
"vec3 satrgb( vec3 rgb, float adjustment ) {",
// include luminance function from LuminanceNode
" vec3 intensity = vec3( luminance( rgb ) );",
" return mix( intensity, rgb, adjustment );",
"}"
].join( "\n" ), [ Nodes.LuminanceNode.Nodes.luminance ] );
const saturation = new Nodes.FunctionCallNode( satrgb );
saturation.inputs.rgb = screen;
saturation.inputs.adjustment = sat;
nodepass.input = saturation;
// GUI
addGui( 'saturation', sat.value, function ( val ) {
sat.value = val;
}, false, 0, 2 );
break;
case 'refraction':
// PASS
const normal = new Nodes.TextureNode( decalNormal );
const normalXY = new Nodes.SwitchNode( normal, 'xy' );
scale = new Nodes.FloatNode( .5 );
const normalXYFlip = new Nodes.MathNode(
normalXY,
Nodes.MathNode.INVERT
);
const offsetNormal = new Nodes.OperatorNode(
normalXYFlip,
new Nodes.FloatNode( .5 ),
Nodes.OperatorNode.ADD
);
const scaleTexture = new Nodes.OperatorNode(
new Nodes.SwitchNode( normal, 'z' ),
offsetNormal,
Nodes.OperatorNode.MUL
);
const scaleNormal = new Nodes.MathNode(
new Nodes.FloatNode( 1 ),
scaleTexture,
scale,
Nodes.MathNode.MIX
);
const offsetCoord = new Nodes.OperatorNode(
new Nodes.UVNode(),
scaleNormal,
Nodes.OperatorNode.MUL
);
screen = new Nodes.ScreenNode( offsetCoord );
nodepass.input = screen;
// GUI
addGui( 'scale', scale.value, function ( val ) {
scale.value = val;
}, false, 0, 1 );
addGui( 'invert', false, function ( val ) {
offsetNormal.a = val ? normalXYFlip : normalXY;
nodepass.needsUpdate = true;
} );
break;
case 'mosaic':
// PASS
scale = new Nodes.FloatNode( 128 );
fade = new Nodes.FloatNode( 1 );
const uv = new Nodes.UVNode();
const blocks = new Nodes.OperatorNode(
uv,
scale,
Nodes.OperatorNode.MUL
);
const blocksSize = new Nodes.MathNode(
blocks,
Nodes.MathNode.FLOOR
);
const mosaicUV = new Nodes.OperatorNode(
blocksSize,
scale,
Nodes.OperatorNode.DIV
);
const fadeScreen = new Nodes.MathNode(
uv,
mosaicUV,
fade,
Nodes.MathNode.MIX
);
nodepass.input = new Nodes.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 Nodes.TextureNode( lensflare2 ) : fade;
nodepass.needsUpdate = true;
} );
break;
case 'blur':
// PASS
const size = renderer.getDrawingBufferSize( new THREE.Vector2() );
const blurScreen = new Nodes.BlurNode( new Nodes.ScreenNode() );
blurScreen.size = new THREE.Vector2( size.width, size.height );
nodepass.input = 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;
}
nodepass.needsUpdate = true;
// test serialization
/*
let library = {};
library[ lensflare2.uuid ] = lensflare2;
library[ decalNormal.uuid ] = decalNormal;
let json = nodepass.toJSON();
nodepass.input = new Nodes.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 );
//
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 );
const geometry = new THREE.SphereGeometry( 1, 4, 4 );
for ( let i = 0; i < 100; i ++ ) {
const material = new THREE.MeshPhongMaterial( { color: 0x888888 + ( Math.random() * 0x888888 ), flatShading: true } );
const 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 );
// postprocessing
composer = new EffectComposer( renderer );
composer.addPass( new RenderPass( scene, camera ) );
nodepass = new NodePass();
composer.addPass( nodepass );
//
updateMaterial();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
composer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
const delta = clock.getDelta();
object.rotation.x += 0.005;
object.rotation.y += 0.01;
frame.update( delta ).updateNode( nodepass.material );
composer.render();
}
</script>
</body>
</html>