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					383 lines
				
				13 KiB
			
		
		
			
		
	
	
					383 lines
				
				13 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 - postprocessing - 3DLUT</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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								<!-- 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/": "../../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 {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;
							 | 
						||
| 
								 | 
							
								      controls.target.copy(boxCenter);
							 | 
						||
| 
								 | 
							
								      controls.update();
							 | 
						||
| 
								 | 
							
								    });
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const lutShader = {
							 | 
						||
| 
								 | 
							
								    uniforms: {
							 | 
						||
| 
								 | 
							
								      tDiffuse: { value: null },
							 | 
						||
| 
								 | 
							
								      lutMap:  { value: null },
							 | 
						||
| 
								 | 
							
								      lutMapSize: { value: 1, },
							 | 
						||
| 
								 | 
							
								    },
							 | 
						||
| 
								 | 
							
								    vertexShader: `
							 | 
						||
| 
								 | 
							
								      varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								      void main() {
							 | 
						||
| 
								 | 
							
								        vUv = uv;
							 | 
						||
| 
								 | 
							
								        gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								    `,
							 | 
						||
| 
								 | 
							
								    fragmentShader: `
							 | 
						||
| 
								 | 
							
								      #include <common>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      #define FILTER_LUT true
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      uniform sampler2D tDiffuse;
							 | 
						||
| 
								 | 
							
								      uniform sampler2D lutMap;
							 | 
						||
| 
								 | 
							
								      uniform float lutMapSize;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      varying vec2 vUv;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
							 | 
						||
| 
								 | 
							
								        float sliceSize = 1.0 / size;                  // space of 1 slice
							 | 
						||
| 
								 | 
							
								        float slicePixelSize = sliceSize / size;       // space of 1 pixel
							 | 
						||
| 
								 | 
							
								        float width = size - 1.0;
							 | 
						||
| 
								 | 
							
								        float sliceInnerSize = slicePixelSize * width; // space of size pixels
							 | 
						||
| 
								 | 
							
								        float zSlice0 = floor( texCoord.z * width);
							 | 
						||
| 
								 | 
							
								        float zSlice1 = min( zSlice0 + 1.0, width);
							 | 
						||
| 
								 | 
							
								        float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
							 | 
						||
| 
								 | 
							
								        float yRange = (texCoord.y * width + 0.5) / size;
							 | 
						||
| 
								 | 
							
								        float s0 = xOffset + (zSlice0 * sliceSize);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #ifdef FILTER_LUT
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          float s1 = xOffset + (zSlice1 * sliceSize);
							 | 
						||
| 
								 | 
							
								          vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
							 | 
						||
| 
								 | 
							
								          vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
							 | 
						||
| 
								 | 
							
								          float zOffset = mod(texCoord.z * width, 1.0);
							 | 
						||
| 
								 | 
							
								          return mix(slice0Color, slice1Color, zOffset);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #else
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								          return texture2D(tex, vec2( s0, yRange));
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #endif
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      void main() {
							 | 
						||
| 
								 | 
							
								        vec4 originalColor = texture2D(tDiffuse, vUv);
							 | 
						||
| 
								 | 
							
								        gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
							 | 
						||
| 
								 | 
							
								      }
							 | 
						||
| 
								 | 
							
								    `,
							 | 
						||
| 
								 | 
							
								  };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const lutNearestShader = {
							 | 
						||
| 
								 | 
							
								    uniforms: {...lutShader.uniforms},
							 | 
						||
| 
								 | 
							
								    vertexShader: lutShader.vertexShader,
							 | 
						||
| 
								 | 
							
								    fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
							 | 
						||
| 
								 | 
							
								  };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const effectLUT = new ShaderPass(lutShader);
							 | 
						||
| 
								 | 
							
								  const effectLUTNearest = new ShaderPass(lutNearestShader);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const renderModel = new RenderPass(scene, camera);
							 | 
						||
| 
								 | 
							
								  renderModel.clear = false;  // so we don't clear out the background
							 | 
						||
| 
								 | 
							
								  const renderBG = new RenderPass(sceneBG, cameraBG);
							 | 
						||
| 
								 | 
							
								  const gammaPass = new ShaderPass(GammaCorrectionShader);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  const composer = new EffectComposer(renderer);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  composer.addPass(renderBG);
							 | 
						||
| 
								 | 
							
								  composer.addPass(renderModel);
							 | 
						||
| 
								 | 
							
								  composer.addPass(effectLUT);
							 | 
						||
| 
								 | 
							
								  composer.addPass(effectLUTNearest);
							 | 
						||
| 
								 | 
							
								  composer.addPass(gammaPass);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  function resizeRendererToDisplaySize(renderer) {
							 | 
						||
| 
								 | 
							
								    const canvas = renderer.domElement;
							 | 
						||
| 
								 | 
							
								    const width = canvas.clientWidth * window.devicePixelRatio | 0;
							 | 
						||
| 
								 | 
							
								    const height = canvas.clientHeight * window.devicePixelRatio | 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const needResize = canvas.width !== width || canvas.height !== height;
							 | 
						||
| 
								 | 
							
								    if (needResize) {
							 | 
						||
| 
								 | 
							
								      renderer.setSize(width, height, false);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    return needResize;
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  let then = 0;
							 | 
						||
| 
								 | 
							
								  function render(now) {
							 | 
						||
| 
								 | 
							
								    now *= 0.001;  // convert to seconds
							 | 
						||
| 
								 | 
							
								    const delta = now - then;
							 | 
						||
| 
								 | 
							
								    then = now;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (resizeRendererToDisplaySize(renderer)) {
							 | 
						||
| 
								 | 
							
								      const canvas = renderer.domElement;
							 | 
						||
| 
								 | 
							
								      const canvasAspect = canvas.clientWidth / canvas.clientHeight;
							 | 
						||
| 
								 | 
							
								      camera.aspect = canvasAspect;
							 | 
						||
| 
								 | 
							
								      camera.updateProjectionMatrix();
							 | 
						||
| 
								 | 
							
								      composer.setSize(canvas.width, canvas.height);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								      // scale the background plane to keep the image's
							 | 
						||
| 
								 | 
							
								      // aspect correct.
							 | 
						||
| 
								 | 
							
								      // Note the image may not have loaded yet.
							 | 
						||
| 
								 | 
							
								      const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
							 | 
						||
| 
								 | 
							
								      const aspect = imageAspect / canvasAspect;
							 | 
						||
| 
								 | 
							
								      bgMesh.scale.x = aspect > 1 ? aspect : 1;
							 | 
						||
| 
								 | 
							
								      bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const lutInfo = lutTextures[ lutSettings.lut ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
							 | 
						||
| 
								 | 
							
								    effectLUT.enabled = lutInfo.filter;
							 | 
						||
| 
								 | 
							
								    effectLUTNearest.enabled = !lutInfo.filter;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const lutTexture = lutInfo.texture;
							 | 
						||
| 
								 | 
							
								    effect.uniforms.lutMap.value = lutTexture;
							 | 
						||
| 
								 | 
							
								    effect.uniforms.lutMapSize.value = lutInfo.size;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    composer.render(delta);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    requestAnimationFrame(render);
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  requestAnimationFrame(render);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								main();
							 | 
						||
| 
								 | 
							
								</script>
							 | 
						||
| 
								 | 
							
								</html>
							 |