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					112 lines
				
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					112 lines
				
				4.2 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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										<meta charset="utf-8">
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										<base href="../../../" />
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										<script src="page.js"></script>
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										<link type="text/css" rel="stylesheet" href="page.css" />
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									</head>
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									<body>
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										<h1>How to use post-processing</h1>
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										<p>
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											Many three.js applications render their 3D objects directly to the screen. Sometimes, however, you want to apply one or more graphical
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											effects like Depth-Of-Field, Bloom, Film Grain or various types of Anti-aliasing. Post-processing is a widely used approach
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											to implement such effects. First, the scene is rendered to a render target which represents a buffer in the video card's memory.
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											In the next step one or more post-processing passes apply filters and effects to the image buffer before it is eventually rendered to
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											the screen.
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										</p>
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										<p>
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											three.js provides a complete post-processing solution via [page:EffectComposer] to implement such a workflow.
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										</p>
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										<h2>Workflow</h2>
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										<p>
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											The first step in the process is to import all necessary files from the examples directory. The guide assumes you are using the official
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											[link:https://www.npmjs.com/package/three npm package] of three.js. For our basic demo in this guide we need the following files.
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										</p>
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										<code>
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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 { GlitchPass } from 'three/addons/postprocessing/GlitchPass.js';
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										</code>
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										<p>
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											After all files are successfully imported, we can create our composer by passing in an instance of [page:WebGLRenderer].
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										</p>
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										<code>
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										const composer = new EffectComposer( renderer );
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										</code>
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										<p>
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											When using a composer, it's necessary to change the application's animation loop. Instead of calling the render method of
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											[page:WebGLRenderer], we now use the respective counterpart of [page:EffectComposer].
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										</p>
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										<code>
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										function animate() {
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											requestAnimationFrame( animate );
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											composer.render();
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										}
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										</code>
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										<p>
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											Our composer is now ready so it's possible to configure the chain of post-processing passes. These passes are responsible for creating
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											the final visual output of the application. They are processed in order of their addition/insertion. In our example, the instance of `RenderPass`
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											is executed first and then the instance of `GlitchPass`. The last enabled pass in the chain is automatically rendered to the screen. The setup
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											of the passes looks like so:
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										</p>
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										<code>
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										const renderPass = new RenderPass( scene, camera );
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										composer.addPass( renderPass );
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										const glitchPass = new GlitchPass();
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										composer.addPass( glitchPass );
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										</code>
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										<p>
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											`RenderPass` is normally placed at the beginning of the chain in order to provide the rendered scene as an input for the next post-processing step. In our case,
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											`GlitchPass` is going to use these image data to apply a wild glitch effect. Check out this [link:https://threejs.org/examples/webgl_postprocessing_glitch live example]
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											to see it in action.
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										</p>
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										<h2>Built-in Passes</h2>
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										<p>
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											You can use a wide range of pre-defined post-processing passes provided by the engine. They are located in the
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											[link:https://github.com/mrdoob/three.js/tree/dev/examples/jsm/postprocessing postprocessing] directory.
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										</p>
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										<h2>Custom Passes</h2>
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										<p>
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											Sometimes you want to write a custom post-processing shader and include it into the chain of post-processing passes. For this scenario,
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											you can utilize `ShaderPass`. After importing the file and your custom shader, you can use the following code to setup the pass.
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										</p>
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										<code>
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										import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
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										import { LuminosityShader } from 'three/addons/shaders/LuminosityShader.js';
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										// later in your init routine
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										const luminosityPass = new ShaderPass( LuminosityShader );
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										composer.addPass( luminosityPass );
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										</code>
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										<p>
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											The repository provides a file called [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/shaders/CopyShader.js CopyShader] which is a
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											good starting code for your own custom shader. `CopyShader` just copies the image contents of the [page:EffectComposer]'s read buffer
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											to its write buffer without applying any effects.
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										</p>
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									</body>
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								</html>
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