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mobile-query-three-plugins-pproc-examples-tmp-webgl-postprocessing.htm / htm



  <!doctype html>
  <html lang="en">
          <head>
                  <title>three.js webgl - postprocessing</title>
                  <meta charset="utf-8">
                  <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
                  <style>
                      body {
                          color: #000;
                          font-family:Monospace;
                          font-size:13px;
                          text-align:center;
                          font-weight: bold;
  
                          background-color: #000;
                          margin: 0px;
                          overflow: hidden;
                      }
  
                      #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;
                      }
  
                      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.