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416 lines
14 KiB
416 lines
14 KiB
2 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 - postprocessing - 3DLUT w/loader</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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<style>
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html, body {
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margin: 0;
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height: 100%;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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</body>
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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/": "../../examples/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 * as lutParser from './resources/lut-reader.js';
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import * as dragAndDrop from './resources/drag-and-drop.js';
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import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.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 {ShaderPass} from 'three/addons/postprocessing/ShaderPass.js';
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import {GammaCorrectionShader} from 'three/addons/shaders/GammaCorrectionShader.js';
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import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
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function main() {
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const canvas = document.querySelector('#c');
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const renderer = new THREE.WebGLRenderer({canvas});
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const fov = 45;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 100;
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.set(0, 10, 20);
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const controls = new OrbitControls(camera, canvas);
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controls.target.set(0, 5, 0);
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controls.update();
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const lutTextures = [
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{ name: 'identity', size: 2, filter: true , },
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{ name: 'identity no filter', size: 2, filter: false, },
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{ name: 'custom', url: 'resources/images/lut/3dlut-red-only-s16.png' },
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{ name: 'monochrome', url: 'resources/images/lut/monochrome-s8.png' },
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{ name: 'sepia', url: 'resources/images/lut/sepia-s8.png' },
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{ name: 'saturated', url: 'resources/images/lut/saturated-s8.png', },
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{ name: 'posterize', url: 'resources/images/lut/posterize-s8n.png', },
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{ name: 'posterize-3-rgb', url: 'resources/images/lut/posterize-3-rgb-s8n.png', },
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{ name: 'posterize-3-lab', url: 'resources/images/lut/posterize-3-lab-s8n.png', },
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{ name: 'posterize-4-lab', url: 'resources/images/lut/posterize-4-lab-s8n.png', },
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{ name: 'posterize-more', url: 'resources/images/lut/posterize-more-s8n.png', },
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{ name: 'inverse', url: 'resources/images/lut/inverse-s8.png', },
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{ name: 'color negative', url: 'resources/images/lut/color-negative-s8.png', },
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{ name: 'high contrast', url: 'resources/images/lut/high-contrast-bw-s8.png', },
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{ name: 'funky contrast', url: 'resources/images/lut/funky-contrast-s8.png', },
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{ name: 'nightvision', url: 'resources/images/lut/nightvision-s8.png', },
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{ name: 'thermal', url: 'resources/images/lut/thermal-s8.png', },
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{ name: 'b/w', url: 'resources/images/lut/black-white-s8n.png', },
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{ name: 'hue +60', url: 'resources/images/lut/hue-plus-60-s8.png', },
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{ name: 'hue +180', url: 'resources/images/lut/hue-plus-180-s8.png', },
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{ name: 'hue -60', url: 'resources/images/lut/hue-minus-60-s8.png', },
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{ name: 'red to cyan', url: 'resources/images/lut/red-to-cyan-s8.png' },
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{ name: 'blues', url: 'resources/images/lut/blues-s8.png' },
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{ name: 'infrared', url: 'resources/images/lut/infrared-s8.png' },
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{ name: 'radioactive', url: 'resources/images/lut/radioactive-s8.png' },
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{ name: 'goolgey', url: 'resources/images/lut/googley-s8.png' },
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{ name: 'bgy', url: 'resources/images/lut/bgy-s8.png' },
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];
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const makeIdentityLutTexture = function() {
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const identityLUT = new Uint8Array([
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0, 0, 0, 255, // black
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255, 0, 0, 255, // red
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0, 0, 255, 255, // blue
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255, 0, 255, 255, // magenta
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0, 255, 0, 255, // green
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255, 255, 0, 255, // yellow
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0, 255, 255, 255, // cyan
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255, 255, 255, 255, // white
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]);
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return function(filter) {
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const texture = new THREE.DataTexture(identityLUT, 4, 2);
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texture.minFilter = texture.magFilter = filter ? THREE.LinearFilter : THREE.NearestFilter;
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texture.needsUpdate = true;
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texture.flipY = false;
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return texture;
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};
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}();
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const makeLUTTexture = function() {
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const imgLoader = new THREE.ImageLoader();
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const ctx = document.createElement('canvas').getContext('2d');
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return function(info) {
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const lutSize = info.size;
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const width = lutSize * lutSize;
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const height = lutSize;
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const texture = new THREE.DataTexture(new Uint8Array(width * height), width, height);
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texture.minFilter = texture.magFilter = info.filter ? THREE.LinearFilter : THREE.NearestFilter;
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texture.flipY = false;
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if (info.url) {
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imgLoader.load(info.url, function(image) {
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ctx.canvas.width = width;
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ctx.canvas.height = height;
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ctx.drawImage(image, 0, 0);
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const imageData = ctx.getImageData(0, 0, width, height);
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texture.image.data = new Uint8Array(imageData.data.buffer);
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texture.image.width = width;
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texture.image.height = height;
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texture.needsUpdate = true;
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});
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}
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return texture;
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};
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}();
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lutTextures.forEach((info) => {
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// if not size set get it from the filename
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if (!info.size) {
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// assumes filename ends in '-s<num>[n]'
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// where <num> is the size of the 3DLUT cube
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// and [n] means 'no filtering' or 'nearest'
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//
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// examples:
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// 'foo-s16.png' = size:16, filter: true
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// 'bar-s8n.png' = size:8, filter: false
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const m = /-s(\d+)(n*)\.[^.]+$/.exec(info.url);
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if (m) {
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info.size = parseInt(m[1]);
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info.filter = info.filter === undefined ? m[2] !== 'n' : info.filter;
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}
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info.texture = makeLUTTexture(info);
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} else {
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info.texture = makeIdentityLutTexture(info.filter);
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}
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});
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const lutNameIndexMap = {};
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lutTextures.forEach((info, ndx) => {
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lutNameIndexMap[info.name] = ndx;
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});
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const lutSettings = {
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lut: lutNameIndexMap.custom,
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};
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const gui = new GUI({ width: 300 });
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gui.add(lutSettings, 'lut', lutNameIndexMap);
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const scene = new THREE.Scene();
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const sceneBG = new THREE.Scene();
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const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
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let bgMesh;
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let bgTexture;
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{
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const loader = new THREE.TextureLoader();
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bgTexture = loader.load('resources/images/beach.jpg');
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bgTexture.encoding = THREE.sRGBEncoding;
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const planeGeo = new THREE.PlaneGeometry(2, 2);
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const planeMat = new THREE.MeshBasicMaterial({
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map: bgTexture,
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depthTest: false,
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});
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bgMesh = new THREE.Mesh(planeGeo, planeMat);
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sceneBG.add(bgMesh);
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}
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function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
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const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
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const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
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const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
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// compute a unit vector that points in the direction the camera is now
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// in the xz plane from the center of the box
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const direction = (new THREE.Vector3())
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.subVectors(camera.position, boxCenter)
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.multiply(new THREE.Vector3(1, 0, 1))
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.normalize();
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// move the camera to a position distance units way from the center
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// in whatever direction the camera was from the center already
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camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
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// pick some near and far values for the frustum that
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// will contain the box.
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camera.near = boxSize / 100;
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camera.far = boxSize * 100;
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camera.updateProjectionMatrix();
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// point the camera to look at the center of the box
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camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
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}
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{
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const gltfLoader = new GLTFLoader();
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gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
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const root = gltf.scene;
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scene.add(root);
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// fix materials from r114
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root.traverse(({material}) => {
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if (material) {
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material.depthWrite = true;
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}
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});
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root.updateMatrixWorld();
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// compute the box that contains all the stuff
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// from root and below
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const box = new THREE.Box3().setFromObject(root);
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const boxSize = box.getSize(new THREE.Vector3()).length();
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const boxCenter = box.getCenter(new THREE.Vector3());
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frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
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// update the Trackball controls to handle the new size
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controls.maxDistance = boxSize * 10;
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controls.target.copy(boxCenter);
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controls.update();
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});
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}
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const lutShader = {
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uniforms: {
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tDiffuse: { value: null },
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lutMap: { value: null },
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lutMapSize: { value: 1, },
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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`,
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fragmentShader: `
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#include <common>
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#define FILTER_LUT true
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uniform sampler2D tDiffuse;
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uniform sampler2D lutMap;
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uniform float lutMapSize;
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varying vec2 vUv;
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vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
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float sliceSize = 1.0 / size; // space of 1 slice
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float slicePixelSize = sliceSize / size; // space of 1 pixel
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float width = size - 1.0;
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float sliceInnerSize = slicePixelSize * width; // space of size pixels
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float zSlice0 = floor( texCoord.z * width);
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float zSlice1 = min( zSlice0 + 1.0, width);
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float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
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float yRange = (texCoord.y * width + 0.5) / size;
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float s0 = xOffset + (zSlice0 * sliceSize);
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#ifdef FILTER_LUT
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float s1 = xOffset + (zSlice1 * sliceSize);
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vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
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vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
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float zOffset = mod(texCoord.z * width, 1.0);
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return mix(slice0Color, slice1Color, zOffset);
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#else
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return texture2D(tex, vec2( s0, yRange));
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#endif
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}
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void main() {
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vec4 originalColor = texture2D(tDiffuse, vUv);
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gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
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}
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`,
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};
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const lutNearestShader = {
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uniforms: {...lutShader.uniforms},
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vertexShader: lutShader.vertexShader,
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fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
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};
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const effectLUT = new ShaderPass(lutShader);
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const effectLUTNearest = new ShaderPass(lutNearestShader);
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const renderModel = new RenderPass(scene, camera);
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renderModel.clear = false; // so we don't clear out the background
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const renderBG = new RenderPass(sceneBG, cameraBG);
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const gammaPass = new ShaderPass(GammaCorrectionShader);
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const composer = new EffectComposer(renderer);
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composer.addPass(renderBG);
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composer.addPass(renderModel);
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composer.addPass(effectLUT);
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composer.addPass(effectLUTNearest);
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composer.addPass(gammaPass);
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function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth * window.devicePixelRatio | 0;
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const height = canvas.clientHeight * window.devicePixelRatio | 0;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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let then = 0;
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function render(now) {
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now *= 0.001; // convert to seconds
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const delta = now - then;
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then = now;
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if (resizeRendererToDisplaySize(renderer)) {
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const canvas = renderer.domElement;
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const canvasAspect = canvas.clientWidth / canvas.clientHeight;
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camera.aspect = canvasAspect;
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camera.updateProjectionMatrix();
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composer.setSize(canvas.width, canvas.height);
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// scale the background plane to keep the image's
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// aspect correct.
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// Note the image may not have loaded yet.
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const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
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const aspect = imageAspect / canvasAspect;
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bgMesh.scale.x = aspect > 1 ? aspect : 1;
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bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
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}
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const lutInfo = lutTextures[ lutSettings.lut ];
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const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
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effectLUT.enabled = lutInfo.filter;
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effectLUTNearest.enabled = !lutInfo.filter;
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const lutTexture = lutInfo.texture;
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effect.uniforms.lutMap.value = lutTexture;
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effect.uniforms.lutMapSize.value = lutInfo.size;
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composer.render(delta);
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requestAnimationFrame(render);
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}
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requestAnimationFrame(render);
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dragAndDrop.setup({msg: 'Drop LUT File here'});
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dragAndDrop.onDropFile(readLUTFile);
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function ext(s) {
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const period = s.lastIndexOf('.');
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return s.slice(period + 1);
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}
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function readLUTFile(file) {
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const reader = new FileReader();
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reader.onload = (e) => {
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const type = ext(file.name);
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const lut = lutParser.lutTo2D3Drgba8(lutParser.parse(e.target.result, type));
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const {size, data, name} = lut;
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const texture = new THREE.DataTexture(data, size * size, size);
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texture.magFilter = THREE.LinearFilter;
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texture.minFilter = THREE.LinearFilter;
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texture.needsUpdate = true;
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texture.flipY = false;
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const lutTexture = {
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name: (name && name.toLowerCase().trim() !== 'untitled')
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? name
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: file.name,
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size: size,
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filter: true,
|
||
|
texture,
|
||
|
};
|
||
|
lutTextures.push(lutTexture);
|
||
|
lutSettings.lut = lutTextures.length - 1;
|
||
|
|
||
|
};
|
||
|
|
||
|
reader.readAsText(file);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
main();
|
||
|
</script>
|
||
|
</html>
|