You can not select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
			
				
					166 lines
				
				4.2 KiB
			
		
		
			
		
	
	
					166 lines
				
				4.2 KiB
			| 
								 
											3 years ago
										 
									 | 
							
								<!-- Licensed under a BSD license. See license.html for license -->
							 | 
						||
| 
								 | 
							
								<!DOCTYPE html>
							 | 
						||
| 
								 | 
							
								<html>
							 | 
						||
| 
								 | 
							
								  <head>
							 | 
						||
| 
								 | 
							
								    <meta charset="utf-8">
							 | 
						||
| 
								 | 
							
								    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
							 | 
						||
| 
								 | 
							
								    <title>Three.js - PostProcessing - Custom</title>
							 | 
						||
| 
								 | 
							
								    <style>
							 | 
						||
| 
								 | 
							
								    html, body {
							 | 
						||
| 
								 | 
							
								        height: 100%;
							 | 
						||
| 
								 | 
							
								        margin: 0;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    #c {
							 | 
						||
| 
								 | 
							
								        width: 100%;
							 | 
						||
| 
								 | 
							
								        height: 100%;
							 | 
						||
| 
								 | 
							
								        display: block;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    </style>
							 | 
						||
| 
								 | 
							
								  </head>
							 | 
						||
| 
								 | 
							
								  <body>
							 | 
						||
| 
								 | 
							
								    <canvas id="c"></canvas>
							 | 
						||
| 
								 | 
							
								  </body>
							 | 
						||
| 
								 | 
							
								<!-- Import maps polyfill -->
							 | 
						||
| 
								 | 
							
								<!-- Remove this when import maps will be widely supported -->
							 | 
						||
| 
								 | 
							
								<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								<script type="importmap">
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								  "imports": {
							 | 
						||
| 
								 | 
							
								    "three": "../../build/three.module.js",
							 | 
						||
| 
								 | 
							
								    "three/addons/": "../../examples/jsm/"
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								<script type="module">
							 | 
						||
| 
								 | 
							
								import * as THREE from 'three';
							 | 
						||
| 
								 | 
							
								import {EffectComposer} from 'three/addons/postprocessing/EffectComposer.js';
							 | 
						||
| 
								 | 
							
								import {RenderPass} from 'three/addons/postprocessing/RenderPass.js';
							 | 
						||
| 
								 | 
							
								import {ShaderPass} from 'three/addons/postprocessing/ShaderPass.js';
							 | 
						||
| 
								 | 
							
								import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								function main() {
							 | 
						||
| 
								 | 
							
								  const canvas = document.querySelector('#c');
							 | 
						||
| 
								 | 
							
								  const renderer = new THREE.WebGLRenderer({canvas});
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const fov = 75;
							 | 
						||
| 
								 | 
							
								  const aspect = 2;  // the canvas default
							 | 
						||
| 
								 | 
							
								  const near = 0.1;
							 | 
						||
| 
								 | 
							
								  const far = 5;
							 | 
						||
| 
								 | 
							
								  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
							 | 
						||
| 
								 | 
							
								  camera.position.z = 2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const scene = new THREE.Scene();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  {
							 | 
						||
| 
								 | 
							
								    const color = 0xFFFFFF;
							 | 
						||
| 
								 | 
							
								    const intensity = 2;
							 | 
						||
| 
								 | 
							
								    const light = new THREE.DirectionalLight(color, intensity);
							 | 
						||
| 
								 | 
							
								    light.position.set(-1, 2, 4);
							 | 
						||
| 
								 | 
							
								    scene.add(light);
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const boxWidth = 1;
							 | 
						||
| 
								 | 
							
								  const boxHeight = 1;
							 | 
						||
| 
								 | 
							
								  const boxDepth = 1;
							 | 
						||
| 
								 | 
							
								  const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function makeInstance(geometry, color, x) {
							 | 
						||
| 
								 | 
							
								    const material = new THREE.MeshPhongMaterial({color});
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const cube = new THREE.Mesh(geometry, material);
							 | 
						||
| 
								 | 
							
								    scene.add(cube);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    cube.position.x = x;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    return cube;
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const cubes = [
							 | 
						||
| 
								 | 
							
								    makeInstance(geometry, 0x44aa88,  0),
							 | 
						||
| 
								 | 
							
								    makeInstance(geometry, 0x8844aa, -2),
							 | 
						||
| 
								 | 
							
								    makeInstance(geometry, 0xaa8844,  2),
							 | 
						||
| 
								 | 
							
								  ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const composer = new EffectComposer(renderer);
							 | 
						||
| 
								 | 
							
								  composer.addPass(new RenderPass(scene, camera));
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const colorShader = {
							 | 
						||
| 
								 | 
							
								    uniforms: {
							 | 
						||
| 
								 | 
							
								      tDiffuse: { value: null },
							 | 
						||
| 
								 | 
							
								      color:    { value: new THREE.Color(0x88CCFF) },
							 | 
						||
| 
								 | 
							
								    },
							 | 
						||
| 
								 | 
							
								    vertexShader: `
							 | 
						||
| 
								 | 
							
								      varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								      void main() {
							 | 
						||
| 
								 | 
							
								        vUv = uv;
							 | 
						||
| 
								 | 
							
								        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								    `,
							 | 
						||
| 
								 | 
							
								    fragmentShader: `
							 | 
						||
| 
								 | 
							
								      uniform vec3 color;
							 | 
						||
| 
								 | 
							
								      uniform sampler2D tDiffuse;
							 | 
						||
| 
								 | 
							
								      varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								      void main() {
							 | 
						||
| 
								 | 
							
								        vec4 previousPassColor = texture2D(tDiffuse, vUv);
							 | 
						||
| 
								 | 
							
								        gl_FragColor = vec4(
							 | 
						||
| 
								 | 
							
								            previousPassColor.rgb * color,
							 | 
						||
| 
								 | 
							
								            previousPassColor.a);
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								    `,
							 | 
						||
| 
								 | 
							
								  };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const colorPass = new ShaderPass(colorShader);
							 | 
						||
| 
								 | 
							
								  colorPass.renderToScreen = true;
							 | 
						||
| 
								 | 
							
								  composer.addPass(colorPass);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function resizeRendererToDisplaySize(renderer) {
							 | 
						||
| 
								 | 
							
								    const canvas = renderer.domElement;
							 | 
						||
| 
								 | 
							
								    const width = canvas.clientWidth;
							 | 
						||
| 
								 | 
							
								    const height = canvas.clientHeight;
							 | 
						||
| 
								 | 
							
								    const needResize = canvas.width !== width || canvas.height !== height;
							 | 
						||
| 
								 | 
							
								    if (needResize) {
							 | 
						||
| 
								 | 
							
								      renderer.setSize(width, height, false);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    return needResize;
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const gui = new GUI();
							 | 
						||
| 
								 | 
							
								  gui.add(colorPass.uniforms.color.value, 'r', 0, 4).name('red');
							 | 
						||
| 
								 | 
							
								  gui.add(colorPass.uniforms.color.value, 'g', 0, 4).name('green');
							 | 
						||
| 
								 | 
							
								  gui.add(colorPass.uniforms.color.value, 'b', 0, 4).name('blue');
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  let then = 0;
							 | 
						||
| 
								 | 
							
								  function render(now) {
							 | 
						||
| 
								 | 
							
								    now *= 0.001;  // convert to seconds
							 | 
						||
| 
								 | 
							
								    const deltaTime = now - then;
							 | 
						||
| 
								 | 
							
								    then = now;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (resizeRendererToDisplaySize(renderer)) {
							 | 
						||
| 
								 | 
							
								      const canvas = renderer.domElement;
							 | 
						||
| 
								 | 
							
								      camera.aspect = canvas.clientWidth / canvas.clientHeight;
							 | 
						||
| 
								 | 
							
								      camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								      composer.setSize(canvas.width, canvas.height);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    cubes.forEach((cube, ndx) => {
							 | 
						||
| 
								 | 
							
								      const speed = 1 + ndx * .1;
							 | 
						||
| 
								 | 
							
								      const rot = now * speed;
							 | 
						||
| 
								 | 
							
								      cube.rotation.x = rot;
							 | 
						||
| 
								 | 
							
								      cube.rotation.y = rot;
							 | 
						||
| 
								 | 
							
								    });
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    composer.render(deltaTime);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    requestAnimationFrame(render);
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  requestAnimationFrame(render);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								main();
							 | 
						||
| 
								 | 
							
								</script>
							 | 
						||
| 
								 | 
							
								</html>
							 | 
						||
| 
								 | 
							
								
							 |