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					212 lines
				
				6.8 KiB
			
		
		
			
		
	
	
					212 lines
				
				6.8 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - postprocessing RGB Halftone</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 noreferrer">three.js</a> - RGB Halftone post-processing by
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											<a href="https://github.com/meatbags" target="_blank">Xavier Burrow</a>
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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											import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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											import { HalftonePass } from 'three/addons/postprocessing/HalftonePass.js';
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											let renderer, clock, camera, stats;
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											const rotationSpeed = Math.PI / 64;
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											let composer, group;
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											init();
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											animate();
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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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												clock = new THREE.Clock();
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												camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
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												camera.position.z = 12;
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												stats = new Stats();
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												document.body.appendChild( renderer.domElement );
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												document.body.appendChild( stats.dom );
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												// camera controls
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												const controls = new OrbitControls( camera, renderer.domElement );
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												controls.target.set( 0, 0, 0 );
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												controls.update();
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												// scene
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												const scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0x444444 );
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												group = new THREE.Group();
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												const floor = new THREE.Mesh( new THREE.BoxGeometry( 100, 1, 100 ), new THREE.MeshPhongMaterial( {} ) );
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												floor.position.y = - 10;
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												const light = new THREE.PointLight( 0xffffff, 1.0, 50, 2 );
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												light.position.y = 2;
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												group.add( floor, light );
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												scene.add( group );
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												const mat = new THREE.ShaderMaterial( {
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													uniforms: {},
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													vertexShader: [
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														'varying vec2 vUV;',
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														'varying vec3 vNormal;',
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														'void main() {',
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														'vUV = uv;',
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														'vNormal = vec3( normal );',
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														'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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														'}'
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													].join( '\n' ),
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													fragmentShader: [
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														'varying vec2 vUV;',
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														'varying vec3 vNormal;',
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														'void main() {',
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														'vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );',
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														'gl_FragColor = c;',
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														'}'
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													].join( '\n' )
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												} );
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												for ( let i = 0; i < 50; ++ i ) {
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													// fill scene with coloured cubes
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													const mesh = new THREE.Mesh( new THREE.BoxGeometry( 2, 2, 2 ), mat );
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													mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
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													mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
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													group.add( mesh );
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												}
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												// post-processing
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												composer = new EffectComposer( renderer );
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												const renderPass = new RenderPass( scene, camera );
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												const params = {
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													shape: 1,
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													radius: 4,
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													rotateR: Math.PI / 12,
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													rotateB: Math.PI / 12 * 2,
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													rotateG: Math.PI / 12 * 3,
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													scatter: 0,
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													blending: 1,
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													blendingMode: 1,
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													greyscale: false,
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													disable: false
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												};
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												const halftonePass = new HalftonePass( window.innerWidth, window.innerHeight, params );
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												composer.addPass( renderPass );
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												composer.addPass( halftonePass );
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												window.onresize = function () {
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													// resize composer
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													renderer.setSize( window.innerWidth, window.innerHeight );
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													composer.setSize( window.innerWidth, window.innerHeight );
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													camera.aspect = window.innerWidth / window.innerHeight;
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													camera.updateProjectionMatrix();
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												};
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												// GUI
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												const controller = {
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													radius: halftonePass.uniforms[ 'radius' ].value,
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													rotateR: halftonePass.uniforms[ 'rotateR' ].value / ( Math.PI / 180 ),
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													rotateG: halftonePass.uniforms[ 'rotateG' ].value / ( Math.PI / 180 ),
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													rotateB: halftonePass.uniforms[ 'rotateB' ].value / ( Math.PI / 180 ),
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													scatter: halftonePass.uniforms[ 'scatter' ].value,
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													shape: halftonePass.uniforms[ 'shape' ].value,
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													greyscale: halftonePass.uniforms[ 'greyscale' ].value,
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													blending: halftonePass.uniforms[ 'blending' ].value,
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													blendingMode: halftonePass.uniforms[ 'blendingMode' ].value,
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													disable: halftonePass.uniforms[ 'disable' ].value
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												};
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												function onGUIChange() {
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													// update uniforms
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													halftonePass.uniforms[ 'radius' ].value = controller.radius;
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													halftonePass.uniforms[ 'rotateR' ].value = controller.rotateR * ( Math.PI / 180 );
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													halftonePass.uniforms[ 'rotateG' ].value = controller.rotateG * ( Math.PI / 180 );
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													halftonePass.uniforms[ 'rotateB' ].value = controller.rotateB * ( Math.PI / 180 );
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													halftonePass.uniforms[ 'scatter' ].value = controller.scatter;
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													halftonePass.uniforms[ 'shape' ].value = controller.shape;
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													halftonePass.uniforms[ 'greyscale' ].value = controller.greyscale;
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													halftonePass.uniforms[ 'blending' ].value = controller.blending;
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													halftonePass.uniforms[ 'blendingMode' ].value = controller.blendingMode;
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													halftonePass.uniforms[ 'disable' ].value = controller.disable;
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												}
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												const gui = new GUI();
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												gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
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												gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
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												gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
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												gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
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												gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
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												gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
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												gui.add( controller, 'greyscale' ).onChange( onGUIChange );
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												gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
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												gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
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												gui.add( controller, 'disable' ).onChange( onGUIChange );
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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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												stats.update();
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												group.rotation.y += delta * rotationSpeed;
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												composer.render( delta );
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											}
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										</script>
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									</body>
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								</html>
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