168 lines
4.7 KiB
HTML
168 lines
4.7 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 - pixel shader</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="container"></div>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - pixel shader by <a href="http://wongbryan.github.io">wongbryan</a>
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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 { TrackballControls } from './jsm/controls/TrackballControls.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 { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
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import { PixelShader } from './jsm/shaders/PixelShader.js';
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let camera, scene, renderer, gui, composer, controls;
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let pixelPass, params;
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let group;
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init();
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animate();
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function updateGUI() {
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pixelPass.uniforms[ "pixelSize" ].value = params.pixelSize;
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}
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function init() {
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const container = document.getElementById( 'container' );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.set( 0, 0, 30 );
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controls = new TrackballControls( camera, renderer.domElement );
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controls.rotateSpeed = 2.0;
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controls.panSpeed = 0.8;
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controls.zoomSpeed = 1.5;
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scene = new THREE.Scene();
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const hemisphereLight = new THREE.HemisphereLight( 0xfceafc, 0x000000, .8 );
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scene.add( hemisphereLight );
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const dirLight = new THREE.DirectionalLight( 0xffffff, .5 );
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dirLight.position.set( 150, 75, 150 );
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scene.add( dirLight );
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const dirLight2 = new THREE.DirectionalLight( 0xffffff, .2 );
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dirLight2.position.set( - 150, 75, - 150 );
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scene.add( dirLight2 );
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const dirLight3 = new THREE.DirectionalLight( 0xffffff, .1 );
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dirLight3.position.set( 0, 125, 0 );
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scene.add( dirLight3 );
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const geometries = [
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new THREE.SphereGeometry( 1, 64, 64 ),
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new THREE.BoxGeometry( 1, 1, 1 ),
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new THREE.ConeGeometry( 1, 1, 32 ),
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new THREE.TetrahedronGeometry( 1 ),
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new THREE.TorusKnotGeometry( 1, .4 )
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];
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group = new THREE.Group();
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for ( let i = 0; i < 25; i ++ ) {
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const geom = geometries[ Math.floor( Math.random() * geometries.length ) ];
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const color = new THREE.Color();
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color.setHSL( Math.random(), .7 + .2 * Math.random(), .5 + .1 * Math.random() );
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const mat = new THREE.MeshPhongMaterial( { color: color, shininess: 200 } );
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const mesh = new THREE.Mesh( geom, mat );
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const s = 4 + Math.random() * 10;
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mesh.scale.set( s, s, s );
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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() * 200 );
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mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
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group.add( mesh );
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}
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scene.add( group );
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composer = new EffectComposer( renderer );
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composer.addPass( new RenderPass( scene, camera ) );
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pixelPass = new ShaderPass( PixelShader );
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pixelPass.uniforms[ "resolution" ].value = new THREE.Vector2( window.innerWidth, window.innerHeight );
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pixelPass.uniforms[ "resolution" ].value.multiplyScalar( window.devicePixelRatio );
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composer.addPass( pixelPass );
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window.addEventListener( 'resize', onWindowResize );
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params = {
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pixelSize: 16,
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postprocessing: true
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};
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gui = new GUI();
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gui.add( params, 'pixelSize' ).min( 2 ).max( 32 ).step( 2 );
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gui.add( params, 'postprocessing' );
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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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pixelPass.uniforms[ "resolution" ].value.set( window.innerWidth, window.innerHeight ).multiplyScalar( window.devicePixelRatio );
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}
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function update() {
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controls.update();
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updateGUI();
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group.rotation.y += .0015;
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group.rotation.z += .001;
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}
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function animate() {
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update();
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if ( params.postprocessing ) {
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composer.render();
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} else {
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renderer.render( scene, camera );
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}
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window.requestAnimationFrame( animate );
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}
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</script>
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</body>
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</html>
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