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193 lines
4.9 KiB
193 lines
4.9 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js WebGL - postprocessing - FXAA</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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<style>
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body {
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background-color: #fff;
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color: #222;
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}
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a {
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color: #08f;
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}
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#container {
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position: absolute;
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top: 70px;
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width: 100%;
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bottom: 0px;
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}
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</style>
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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">three.js</a> - postprocessing - FXAA<br />
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Left: No FXAA, Right: FXAA
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</div>
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<div id="container">
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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 { 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 { CopyShader } from 'three/addons/shaders/CopyShader.js';
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import { FXAAShader } from 'three/addons/shaders/FXAAShader.js';
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let camera, scene, renderer, clock, group, container;
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let composer1, composer2, fxaaPass;
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 1, 2000 );
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camera.position.z = 500;
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scene = new THREE.Scene();
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clock = new THREE.Clock();
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//
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const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444 );
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hemiLight.position.set( 0, 1000, 0 );
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scene.add( hemiLight );
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const dirLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
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dirLight.position.set( - 3000, 1000, - 1000 );
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scene.add( dirLight );
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//
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group = new THREE.Group();
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const geometry = new THREE.TetrahedronGeometry( 10 );
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const material = new THREE.MeshStandardMaterial( { color: 0xee0808, flatShading: true } );
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for ( let i = 0; i < 100; i ++ ) {
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const mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = Math.random() * 500 - 250;
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mesh.position.y = Math.random() * 500 - 250;
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mesh.position.z = Math.random() * 500 - 250;
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mesh.scale.setScalar( Math.random() * 2 + 1 );
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mesh.rotation.x = Math.random() * Math.PI;
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mesh.rotation.y = Math.random() * Math.PI;
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mesh.rotation.z = Math.random() * Math.PI;
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group.add( mesh );
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}
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scene.add( group );
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//
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renderer = new THREE.WebGLRenderer();
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renderer.autoClear = false;
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( container.offsetWidth, container.offsetHeight );
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container.appendChild( renderer.domElement );
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//
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const renderPass = new RenderPass( scene, camera );
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renderPass.clearColor = new THREE.Color( 0, 0, 0 );
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renderPass.clearAlpha = 0;
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//
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fxaaPass = new ShaderPass( FXAAShader );
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const copyPass = new ShaderPass( CopyShader );
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composer1 = new EffectComposer( renderer );
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composer1.addPass( renderPass );
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composer1.addPass( copyPass );
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//
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const pixelRatio = renderer.getPixelRatio();
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fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( container.offsetWidth * pixelRatio );
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fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( container.offsetHeight * pixelRatio );
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composer2 = new EffectComposer( renderer );
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composer2.addPass( renderPass );
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composer2.addPass( fxaaPass );
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = container.offsetWidth / container.offsetHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( container.offsetWidth, container.offsetHeight );
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composer1.setSize( container.offsetWidth, container.offsetHeight );
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composer2.setSize( container.offsetWidth, container.offsetHeight );
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const pixelRatio = renderer.getPixelRatio();
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fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( container.offsetWidth * pixelRatio );
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fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( container.offsetHeight * pixelRatio );
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}
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function animate() {
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requestAnimationFrame( animate );
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const halfWidth = container.offsetWidth / 2;
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group.rotation.y += clock.getDelta() * 0.1;
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renderer.setScissorTest( true );
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renderer.setScissor( 0, 0, halfWidth - 1, container.offsetHeight );
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composer1.render();
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renderer.setScissor( halfWidth, 0, halfWidth, container.offsetHeight );
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composer2.render();
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renderer.setScissorTest( false );
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}
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</script>
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</body>
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</html>
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