topical media & game development
mobile-query-three-plugins-pproc-examples-tmp-webgl-postprocessing.htm / htm
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<head>
<title>three.js webgl - postprocessing</title>
<meta charset="utf-8">
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font-weight: bold;
background-color: #000;
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#info {
color:#fff;
background-color: rgba( 0, 0, 0, 0.5 );
position: relative;
margin: 0 auto -2.1em;
top: 0px;
width: 550px;
padding: 5px;
z-index:100;
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a { color: red; }
</style>
</head>
<body>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl postprocessing example -
<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head
</div>
<div id="container"></div>
<script src="../build/Three.js"></script>
<script src="js/ShaderExtras.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/FilmPass.js"></script>
<script src="js/postprocessing/DotScreenPass.js"></script>
<script src="js/postprocessing/TexturePass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/Detector.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script src="js/Stats.js"></script>
<!-- Time modulated procedural color fragment shader -->
<script id="fs-colors" type="x-shader/x-fragment">
varying vec2 vUv;
uniform float time;
void main() {
//gl_FragColor = vec4( time, vUv.x, vUv.y, 1.0 );
//gl_FragColor = vec4( 0.4, 0.4, 0.4, 1.0 );
gl_FragColor = vec4( 0.2, 0.4, 0.5, 1.0 );
}
</script>
<!-- Generic vertex shader -->
<script id="vs-generic" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = vec2( uv.x, 1.0 - uv.y );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var composerScene, composer1, composer2, composer3, composer4;
var cameraOrtho, cameraPerspective, sceneModel, sceneBG, renderer, mesh, directionalLight;
var halfWidth = window.innerWidth / 2;
var halfHeight = window.innerHeight / 2;
var materialColor, material2D, quadBG, quadMask, renderScene;
var rtParameters;
var delta = 0.01;
init();
animate();
function init() {
container = document.getElementById( 'container' );
cameraOrtho = new THREE.OrthographicCamera( -halfWidth, halfWidth, halfHeight, -halfHeight, -10000, 10000 );
cameraOrtho.position.z = 100;
cameraPerspective = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
cameraPerspective.position.z = 900;
//
sceneModel = new THREE.Scene();
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 0, 1 );
directionalLight.position.normalize();
sceneModel.add( directionalLight );
loader = new THREE.JSONLoader( true );
document.body.appendChild( loader.statusDomElement );
loader.load( { model: "obj/leeperrysmith/LeePerrySmith.js", callback: function( geometry ) { createMesh( geometry, sceneModel, 100 ) } } );
//
sceneBG = new THREE.Scene();
materialColor = new THREE.ShaderMaterial( {
uniforms: { time: { type: "f", value: 0.0 } },
vertexShader: getText( 'vs-generic' ),
fragmentShader: getText( 'fs-colors' ),
depthTest: false
} );
var plane = new THREE.PlaneGeometry( 1, 1 );
quadBG = new THREE.Mesh( plane, materialColor );
quadBG.position.z = -500;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
sceneBG.add( quadBG );
//
var sceneMask = new THREE.Scene();
var plane = new THREE.PlaneGeometry( 1, 1 );
quadMask = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
quadMask.position.z = -300;
quadMask.scale.set( window.innerWidth / 2, window.innerHeight/2, 1 );
sceneMask.add( quadMask );
//
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColorHex( 0x000000, 1 );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
//
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
//container.appendChild( stats.domElement );
//
var shaderBleach = THREE.ShaderExtras[ "bleachbypass" ];
var shaderSepia = THREE.ShaderExtras[ "sepia" ];
var shaderVignette = THREE.ShaderExtras[ "vignette" ];
var shaderScreen = THREE.ShaderExtras[ "screen" ];
var effectBleach = new THREE.ShaderPass( shaderBleach );
var effectSepia = new THREE.ShaderPass( shaderSepia );
var effectVignette = new THREE.ShaderPass( shaderVignette );
var effectScreen = new THREE.ShaderPass( shaderScreen );
effectBleach.uniforms[ "opacity" ].value = 0.95;
effectSepia.uniforms[ "amount" ].value = 0.9;
effectVignette.uniforms[ "offset" ].value = 0.95;
effectVignette.uniforms[ "darkness" ].value = 1.6;
var effectBloom = new THREE.BloomPass( 0.5 );
var effectFilm = new THREE.FilmPass( 0.5, 0.025, 648, false );
var effectFilmBW = new THREE.FilmPass( 0.35, 0.5, 2048, true );
var effectFilmBW2 = new THREE.FilmPass( 0.05, 0.5, 2048, true );
var effectDotScreen = new THREE.DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.6 );
//var renderMask = new THREE.MaskPass( sceneMask, cameraOrtho );
var renderMask = new THREE.MaskPass( sceneModel, cameraPerspective );
var clearMask = new THREE.ClearMaskPass();
//effectFilm.renderToScreen = true;
//effectFilmBW.renderToScreen = true;
//effectDotScreen.renderToScreen = true;
//effectBleach.renderToScreen = true;
effectVignette.renderToScreen = true;
//effectScreen.renderToScreen = true;
//
var renderBackground = new THREE.RenderPass( sceneBG, cameraOrtho );
var renderModel = new THREE.RenderPass( sceneModel, cameraPerspective );
renderModel.clear = false;
composerScene = new THREE.EffectComposer( renderer );
composerScene.addPass( renderBackground );
composerScene.addPass( renderModel );
//
renderScene = new THREE.TexturePass( composerScene.renderTarget2 );
rtParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: true };
var rtWidth = window.innerWidth / 2;
var rtHeight = window.innerHeight / 2;
//
composer1 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
composer1.addPass( renderScene );
//composer1.addPass( renderMask );
composer1.addPass( effectFilmBW );
//composer1.addPass( clearMask );
composer1.addPass( effectVignette );
//
composer2 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
composer2.addPass( renderScene );
composer2.addPass( renderMask );
composer2.addPass( effectDotScreen );
composer2.addPass( clearMask );
composer2.addPass( effectFilmBW2 );
composer2.addPass( effectVignette );
//
composer3 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
composer3.addPass( renderScene );
//composer3.addPass( renderMask );
composer3.addPass( effectSepia );
composer3.addPass( effectFilm );
//composer3.addPass( clearMask );
composer3.addPass( effectVignette );
//
composer4 = new THREE.EffectComposer( renderer, new THREE.WebGLRenderTarget( rtWidth, rtHeight, rtParameters ) );
composer4.addPass( renderScene );
//composer4.addPass( renderMask );
composer4.addPass( effectBloom );
composer4.addPass( effectFilm );
composer4.addPass( effectBleach );
//composer4.addPass( clearMask );
composer4.addPass( effectVignette );
//
//onWindowResize();
renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
halfWidth = window.innerWidth / 2;
halfHeight = window.innerHeight / 2;
renderer.setSize( window.innerWidth, window.innerHeight );
cameraPerspective.aspect = window.innerWidth / window.innerHeight;
cameraPerspective.updateProjectionMatrix();
cameraOrtho.left = -halfWidth;
cameraOrtho.right = halfWidth;
cameraOrtho.top = halfHeight;
cameraOrtho.bottom = -halfHeight;
cameraOrtho.updateProjectionMatrix();
composerScene.reset();
composer1.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
composer2.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
composer3.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
composer4.reset( new THREE.WebGLRenderTarget( halfWidth, halfHeight, rtParameters ) );
renderScene.uniforms[ "tDiffuse" ].texture = composerScene.renderTarget2;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
quadMask.scale.set( window.innerWidth / 2, window.innerHeight / 2, 1 );
}
function getText( id ) {
return document.getElementById( id ).textContent;
}
function createMesh( geometry, scene, scale ) {
geometry.computeTangents();
var ambient = 0x444444, diffuse = 0x888888, specular = 0x080810, shininess = 2;
var shader = THREE.ShaderUtils.lib[ "normal" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
uniforms[ "uNormalScale" ].value = - 0.75;
uniforms[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
uniforms[ "enableAO" ].value = false;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
uniforms[ "uShininess" ].value = shininess;
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
var mat2 = new THREE.ShaderMaterial( parameters );
mesh = new THREE.Mesh( geometry, mat2 );
mesh.position.set( 0, -50, 0 );
mesh.scale.set( scale, scale, scale );
scene.add( mesh );
loader.statusDomElement.style.display = "none";
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var time = new Date().getTime() * 0.0004;
if ( mesh ) mesh.rotation.y = -time;
if ( materialColor.uniforms.time.value > 1 || materialColor.uniforms.time.value < 0 ) {
delta *= -1;
}
materialColor.uniforms.time.value += delta / 2;
renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );
renderer.clear();
composerScene.render( delta );
renderer.setViewport( 0, 0, halfWidth, halfHeight );
composer1.render( delta );
renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
composer2.render( delta );
renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
composer3.render( delta );
renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
composer4.render( delta );
}
</script>
</body>
</html>
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.