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<!DOCTYPE html>
<html lang="en">
<head>
<title>Three.js - postprocessing - 3DLUT</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
html, body {
margin: 0;
height: 100%;
}
#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 {OrbitControls} from 'three/addons/controls/OrbitControls.js';
import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
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 {GammaCorrectionShader} from 'three/addons/shaders/GammaCorrectionShader.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 = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 10, 20);
const controls = new OrbitControls(camera, canvas);
controls.target.set(0, 5, 0);
controls.update();
const makeIdentityLutTexture = function() {
const identityLUT = new Uint8Array([
0, 0, 0, 255, // black
255, 0, 0, 255, // red
0, 0, 255, 255, // blue
255, 0, 255, 255, // magenta
0, 255, 0, 255, // green
255, 255, 0, 255, // yellow
0, 255, 255, 255, // cyan
255, 255, 255, 255, // white
]);
return function(filter) {
const texture = new THREE.DataTexture(identityLUT, 4, 2);
texture.minFilter = filter;
texture.magFilter = filter;
texture.needsUpdate = true;
texture.flipY = false;
return texture;
};
}();
const lutTextures = [
{
name: 'identity',
size: 2,
filter: true,
texture: makeIdentityLutTexture(THREE.LinearFilter),
},
{
name: 'identity not filtered',
size: 2,
filter: false,
texture: makeIdentityLutTexture(THREE.NearestFilter),
},
];
const lutNameIndexMap = {};
lutTextures.forEach((info, ndx) => {
lutNameIndexMap[info.name] = ndx;
});
const lutSettings = {
lut: lutNameIndexMap.identity,
};
const gui = new GUI({ width: 300 });
gui.add(lutSettings, 'lut', lutNameIndexMap);
const scene = new THREE.Scene();
const sceneBG = new THREE.Scene();
const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
let bgMesh;
let bgTexture;
{
const loader = new THREE.TextureLoader();
bgTexture = loader.load('resources/images/beach.jpg');
bgTexture.encoding = THREE.sRGBEncoding;
const planeGeo = new THREE.PlaneGeometry(2, 2);
const planeMat = new THREE.MeshBasicMaterial({
map: bgTexture,
depthTest: false,
});
bgMesh = new THREE.Mesh(planeGeo, planeMat);
sceneBG.add(bgMesh);
}
function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
// compute a unit vector that points in the direction the camera is now
// in the xz plane from the center of the box
const direction = (new THREE.Vector3())
.subVectors(camera.position, boxCenter)
.multiply(new THREE.Vector3(1, 0, 1))
.normalize();
// move the camera to a position distance units way from the center
// in whatever direction the camera was from the center already
camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
// pick some near and far values for the frustum that
// will contain the box.
camera.near = boxSize / 100;
camera.far = boxSize * 100;
camera.updateProjectionMatrix();
// point the camera to look at the center of the box
camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
}
{
const gltfLoader = new GLTFLoader();
gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
const root = gltf.scene;
scene.add(root);
// fix materials from r114
root.traverse(({material}) => {
if (material) {
material.depthWrite = true;
}
});
root.updateMatrixWorld();
// compute the box that contains all the stuff
// from root and below
const box = new THREE.Box3().setFromObject(root);
const boxSize = box.getSize(new THREE.Vector3()).length();
const boxCenter = box.getCenter(new THREE.Vector3());
frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
// update the Trackball controls to handle the new size
controls.maxDistance = boxSize * 10;
controls.target.copy(boxCenter);
controls.update();
});
}
const lutShader = {
uniforms: {
tDiffuse: { value: null }, // the previous pass's result
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>