未验证 提交 108f9ce7 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #13850 from meatbags/dev

RGB Halftone (post-processing)
......@@ -227,6 +227,7 @@ var files = {
"webgl_postprocessing_fxaa",
"webgl_postprocessing_glitch",
"webgl_postprocessing_godrays",
"webgl_postprocessing_rgb_halftone",
"webgl_postprocessing_masking",
"webgl_postprocessing_ssaa",
"webgl_postprocessing_ssaa_unbiased",
......
/**
* @author meatbags / xavierburrow.com, github/meatbags
*
* RGB Halftone pass for three.js effects composer. Requires THREE.HalftoneShader.
*
*/
THREE.HalftonePass = function ( width, height, params ) {
THREE.Pass.call( this );
if ( THREE.HalftoneShader === undefined ) {
console.error( 'THREE.HalftonePass requires THREE.HalftoneShader' );
}
this.uniforms = THREE.UniformsUtils.clone( THREE.HalftoneShader.uniforms );
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
fragmentShader: THREE.HalftoneShader.fragmentShader,
vertexShader: THREE.HalftoneShader.vertexShader
} );
// set params
this.uniforms.width.value = width;
this.uniforms.height.value = height;
for ( var key in params ) {
if ( params.hasOwnProperty( key ) && this.uniforms.hasOwnProperty( key ) ) {
this.uniforms[key].value = params[key];
}
}
this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
this.scene = new THREE.Scene();
this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
this.quad.frustumCulled = false;
this.scene.add( this.quad );
};
THREE.HalftonePass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
constructor: THREE.HalftonePass,
render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
this.material.uniforms[ "tDiffuse" ].value = readBuffer.texture;
this.quad.material = this.material;
if ( this.renderToScreen ) {
renderer.render( this.scene, this.camera );
} else {
renderer.render( this.scene, this.camera, writeBuffer, this.clear );
}
},
setSize: function ( width, height ) {
this.uniforms.width.value = width;
this.uniforms.height.value = height;
}
} );
/**
* @author meatbags / xavierburrow.com, github/meatbags
*
* RGB Halftone shader for three.js.
* NOTE:
* Shape (1 = Dot, 2 = Ellipse, 3 = Line, 4 = Square)
* Blending Mode (1 = Linear, 2 = Multiply, 3 = Add, 4 = Lighter, 5 = Darker)
*/
THREE.HalftoneShader = {
uniforms: {
"tDiffuse": { value: null },
"shape": { value: 1 },
"radius": { value: 4 },
"rotateR": { value: Math.PI / 12 * 1 },
"rotateG": { value: Math.PI / 12 * 2 },
"rotateB": { value: Math.PI / 12 * 3 },
"scatter": { value: 0 },
"width": { value: 1 },
"height": { value: 1 },
"blending": { value: 1 },
"blendingMode": { value: 1 },
"greyscale": { value: false },
"disable": { value: false }
},
vertexShader: [
"varying vec2 vUV;",
"void main() {",
"vUV = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);",
"}"
].join( "\n" ),
fragmentShader: [
"#define SQRT2_MINUS_ONE 0.41421356",
"#define SQRT2_HALF_MINUS_ONE 0.20710678",
"#define PI2 6.28318531",
"#define SHAPE_DOT 1",
"#define SHAPE_ELLIPSE 2",
"#define SHAPE_LINE 3",
"#define SHAPE_SQUARE 4",
"#define BLENDING_LINEAR 1",
"#define BLENDING_MULTIPLY 2",
"#define BLENDING_ADD 3",
"#define BLENDING_LIGHTER 4",
"#define BLENDING_DARKER 5",
"uniform sampler2D tDiffuse;",
"uniform float radius;",
"uniform float rotateR;",
"uniform float rotateG;",
"uniform float rotateB;",
"uniform float scatter;",
"uniform float width;",
"uniform float height;",
"uniform int shape;",
"uniform bool disable;",
"uniform float blending;",
"uniform int blendingMode;",
"varying vec2 vUV;",
"uniform bool greyscale;",
"const int samples = 8;",
"float blend( float a, float b, float t ) {",
// linear blend
"return a * ( 1.0 - t ) + b * t;",
"}",
"float hypot( float x, float y ) {",
// vector magnitude
"return sqrt( x * x + y * y );",
"}",
"float rand( vec2 seed ){",
// get pseudo-random number
"return fract( sin( dot( seed.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453 );",
"}",
"float distanceToDotRadius( float channel, vec2 coord, vec2 normal, vec2 p, float angle, float rad_max ) {",
// apply shape-specific transforms
"float dist = hypot( coord.x - p.x, coord.y - p.y );",
"float rad = channel;",
"if ( shape == SHAPE_DOT ) {",
"rad = pow( abs( rad ), 1.125 ) * rad_max;",
"} else if ( shape == SHAPE_ELLIPSE ) {",
"rad = pow( abs( rad ), 1.125 ) * rad_max;",
"if ( dist != 0.0 ) {",
"float dot_p = abs( ( p.x - coord.x ) / dist * normal.x + ( p.y - coord.y ) / dist * normal.y );",
"dist = ( dist * ( 1.0 - SQRT2_HALF_MINUS_ONE ) ) + dot_p * dist * SQRT2_MINUS_ONE;",
"}",
"} else if ( shape == SHAPE_LINE ) {",
"rad = pow( abs( rad ), 1.5) * rad_max;",
"float dot_p = ( p.x - coord.x ) * normal.x + ( p.y - coord.y ) * normal.y;",
"dist = hypot( normal.x * dot_p, normal.y * dot_p );",
"} else if ( shape == SHAPE_SQUARE ) {",
"float theta = atan( p.y - coord.y, p.x - coord.x ) - angle;",
"float sin_t = abs( sin( theta ) );",
"float cos_t = abs( cos( theta ) );",
"rad = pow( abs( rad ), 1.4 );",
"rad = rad_max * ( rad + ( ( sin_t > cos_t ) ? rad - sin_t * rad : rad - cos_t * rad ) );",
"}",
"return rad - dist;",
"}",
"struct Cell {",
// grid sample positions
"vec2 normal;",
"vec2 p1;",
"vec2 p2;",
"vec2 p3;",
"vec2 p4;",
"float samp2;",
"float samp1;",
"float samp3;",
"float samp4;",
"};",
"vec4 getSample( vec2 point ) {",
// multi-sampled point
"vec4 tex = texture2D( tDiffuse, vec2( point.x / width, point.y / height ) );",
"float base = rand( vec2( floor( point.x ), floor( point.y ) ) ) * PI2;",
"float step = PI2 / float( samples );",
"float dist = radius * 0.66;",
"for ( int i = 0; i < samples; ++i ) {",
"float r = base + step * float( i );",
"vec2 coord = point + vec2( cos( r ) * dist, sin( r ) * dist );",
"tex += texture2D( tDiffuse, vec2( coord.x / width, coord.y / height ) );",
"}",
"tex /= float( samples ) + 1.0;",
"return tex;",
"}",
"float getDotColour( Cell c, vec2 p, int channel, float angle, float aa ) {",
// get colour for given point
"float dist_c_1, dist_c_2, dist_c_3, dist_c_4, res;",
"if ( channel == 0 ) {",
"c.samp1 = getSample( c.p1 ).r;",
"c.samp2 = getSample( c.p2 ).r;",
"c.samp3 = getSample( c.p3 ).r;",
"c.samp4 = getSample( c.p4 ).r;",
"} else if (channel == 1) {",
"c.samp1 = getSample( c.p1 ).g;",
"c.samp2 = getSample( c.p2 ).g;",
"c.samp3 = getSample( c.p3 ).g;",
"c.samp4 = getSample( c.p4 ).g;",
"} else {",
"c.samp1 = getSample( c.p1 ).b;",
"c.samp3 = getSample( c.p3 ).b;",
"c.samp2 = getSample( c.p2 ).b;",
"c.samp4 = getSample( c.p4 ).b;",
"}",
"dist_c_1 = distanceToDotRadius( c.samp1, c.p1, c.normal, p, angle, radius );",
"dist_c_2 = distanceToDotRadius( c.samp2, c.p2, c.normal, p, angle, radius );",
"dist_c_3 = distanceToDotRadius( c.samp3, c.p3, c.normal, p, angle, radius );",
"dist_c_4 = distanceToDotRadius( c.samp4, c.p4, c.normal, p, angle, radius );",
"res = ( dist_c_1 > 0.0 ) ? clamp( dist_c_1 / aa, 0.0, 1.0 ) : 0.0;",
"res += ( dist_c_2 > 0.0 ) ? clamp( dist_c_2 / aa, 0.0, 1.0 ) : 0.0;",
"res += ( dist_c_3 > 0.0 ) ? clamp( dist_c_3 / aa, 0.0, 1.0 ) : 0.0;",
"res += ( dist_c_4 > 0.0 ) ? clamp( dist_c_4 / aa, 0.0, 1.0 ) : 0.0;",
"res = clamp( res, 0.0, 1.0 );",
"return res;",
"}",
"Cell getReferenceCell( vec2 p, vec2 origin, float grid_angle, float step ) {",
// get containing cell
"Cell c;",
// calc grid
"vec2 n = vec2( cos( grid_angle ), sin( grid_angle ) );",
"float threshold = step * 0.5;",
"float dot_normal = n.x * ( p.x - origin.x ) + n.y * ( p.y - origin.y );",
"float dot_line = -n.y * ( p.x - origin.x ) + n.x * ( p.y - origin.y );",
"vec2 offset = vec2( n.x * dot_normal, n.y * dot_normal );",
"float offset_normal = mod( hypot( offset.x, offset.y ), step );",
"float normal_dir = ( dot_normal < 0.0 ) ? 1.0 : -1.0;",
"float normal_scale = ( ( offset_normal < threshold ) ? -offset_normal : step - offset_normal ) * normal_dir;",
"float offset_line = mod( hypot( ( p.x - offset.x ) - origin.x, ( p.y - offset.y ) - origin.y ), step );",
"float line_dir = ( dot_line < 0.0 ) ? 1.0 : -1.0;",
"float line_scale = ( ( offset_line < threshold ) ? -offset_line : step - offset_line ) * line_dir;",
// get closest corner
"c.normal = n;",
"c.p1.x = p.x - n.x * normal_scale + n.y * line_scale;",
"c.p1.y = p.y - n.y * normal_scale - n.x * line_scale;",
// scatter
"if ( scatter != 0.0 ) {",
"float off_mag = scatter * threshold * 0.5;",
"float off_angle = rand( vec2( floor( c.p1.x ), floor( c.p1.y ) ) ) * PI2;",
"c.p1.x += cos( off_angle ) * off_mag;",
"c.p1.y += sin( off_angle ) * off_mag;",
"}",
// find corners
"float normal_step = normal_dir * ( ( offset_normal < threshold ) ? step : -step );",
"float line_step = line_dir * ( ( offset_line < threshold ) ? step : -step );",
"c.p2.x = c.p1.x - n.x * normal_step;",
"c.p2.y = c.p1.y - n.y * normal_step;",
"c.p3.x = c.p1.x + n.y * line_step;",
"c.p3.y = c.p1.y - n.x * line_step;",
"c.p4.x = c.p1.x - n.x * normal_step + n.y * line_step;",
"c.p4.y = c.p1.y - n.y * normal_step - n.x * line_step;",
"return c;",
"}",
"float blendColour( float a, float b, float t ) {",
// blend colours
"if ( blendingMode == BLENDING_LINEAR ) {",
"return blend( a, b, 1.0 - t );",
"} else if ( blendingMode == BLENDING_ADD ) {",
"return blend( a, min( 1.0, a + b ), t );",
"} else if ( blendingMode == BLENDING_MULTIPLY ) {",
"return blend( a, max( 0.0, a * b ), t );",
"} else if ( blendingMode == BLENDING_LIGHTER ) {",
"return blend( a, max( a, b ), t );",
"} else if ( blendingMode == BLENDING_DARKER ) {",
"return blend( a, min( a, b ), t );",
"} else {",
"return blend( a, b, 1.0 - t );",
"}",
"}",
"void main() {",
"if ( ! disable ) {",
// setup
"vec2 p = vec2( vUV.x * width, vUV.y * height );",
"vec2 origin = vec2( 0, 0 );",
"float aa = ( radius < 2.5 ) ? radius * 0.5 : 1.25;",
// get channel samples
"Cell cell_r = getReferenceCell( p, origin, rotateR, radius );",
"Cell cell_g = getReferenceCell( p, origin, rotateG, radius );",
"Cell cell_b = getReferenceCell( p, origin, rotateB, radius );",
"float r = getDotColour( cell_r, p, 0, rotateR, aa );",
"float g = getDotColour( cell_g, p, 1, rotateG, aa );",
"float b = getDotColour( cell_b, p, 2, rotateB, aa );",
// blend with original
"vec4 colour = texture2D( tDiffuse, vUV );",
"r = blendColour( r, colour.r, blending );",
"g = blendColour( g, colour.g, blending );",
"b = blendColour( b, colour.b, blending );",
"if ( greyscale ) {",
"r = g = b = (r + b + g) / 3.0;",
"}",
"gl_FragColor = vec4( r, g, b, 1.0 );",
"} else {",
"gl_FragColor = texture2D( tDiffuse, vUV );",
"}",
"}"
].join( "\n" )
};
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
.info {
position: absolute;
background-color: black;
opacity: 0.8;
color: white;
text-align: center;
top: 0px;
width: 100%;
padding: 2px;
}
.info a {
color: #00ffff;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/HalftonePass.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/HalftoneShader.js"></script>
<script src="js/shaders/DepthLimitedBlurShader.js"></script>
<script src="js/shaders/UnpackDepthRGBAShader.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
<script src='js/libs/stats.min.js'></script>
<script src='js/libs/dat.gui.min.js'></script>
<div class="info">
<a href="http://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - RGB Halftone post-processing by
<a href="https://github.com/meatbags" target="_blank">Xavier Burrow</a>
</div>
<script>
if ( ! Detector.webgl ) {
Detector.addGetWebGLMessage();
}
// setup
var wrapper, renderer, clock, camera, controls, stats;
wrapper = document.createElement( 'div' );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
clock = new THREE.Clock();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 12;
rotationSpeed = Math.PI / 64;
stats = new Stats();
wrapper.appendChild( renderer.domElement );
wrapper.appendChild( stats.dom );
document.body.appendChild( wrapper );
// camera controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 0, 0 );
controls.update();
// scene
var scene, group, mat, floor, light;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x444444 );
group = new THREE.Group();
floor = new THREE.Mesh( new THREE.BoxBufferGeometry( 100, 1, 100 ), new THREE.MeshPhongMaterial( {} ) );
floor.position.y = - 10;
light = new THREE.PointLight( 0xffffff, 1.0, 50, 2 );
light.position.y = 2;
group.add( floor, light );
scene.add( group );
mat = new THREE.ShaderMaterial( {
uniforms: {},
vertexShader: [
"varying vec2 vUV;",
"varying vec3 vNormal;",
"void main() {",
"vUV = uv;",
"vNormal = vec3( normal );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUV;",
"varying vec3 vNormal;",
"void main() {",
"vec4 c = vec4( abs( vNormal ) + vec3( vUV, 0.0 ), 0.0 );",
"gl_FragColor = c;",
"}"
].join("\n")
} );
for ( var i = 0; i < 50; ++ i ) {
// fill scene with coloured cubes
var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 2, 2, 2 ), mat );
mesh.position.set( Math.random() * 16 - 8, Math.random() * 16 - 8, Math.random() * 16 - 8 );
mesh.rotation.set( Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2 );
group.add( mesh );
}
// post-processing
var composer, renderPass, halftonePass, params;
composer = new THREE.EffectComposer( renderer );
renderPass = new THREE.RenderPass( scene, camera );
params = {
shape: 1,
radius: 4,
rotateR: Math.PI / 12,
rotateB: Math.PI / 12 * 2,
rotateG: Math.PI / 12 * 3,
scatter: 0,
blending: 1,
blendingMode: 1,
greyscale: false,
disable: false
};
halftonePass = new THREE.HalftonePass( window.innerWidth, window.innerHeight, params );
halftonePass.renderToScreen = true;
composer.addPass( renderPass );
composer.addPass( halftonePass );
window.onresize = function () {
// resize composer
renderer.setSize( window.innerWidth, window.innerHeight );
composer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
};
// GUI
var controller, gui, onGUIChange;
controller = {
radius: halftonePass.uniforms.radius.value,
rotateR: halftonePass.uniforms.rotateR.value / ( Math.PI / 180 ),
rotateG: halftonePass.uniforms.rotateG.value / ( Math.PI / 180 ),
rotateB: halftonePass.uniforms.rotateB.value / ( Math.PI / 180 ),
scatter: halftonePass.uniforms.scatter.value,
shape: halftonePass.uniforms.shape.value,
greyscale: halftonePass.uniforms.greyscale.value,
blending: halftonePass.uniforms.blending.value,
blendingMode: halftonePass.uniforms.blendingMode.value,
disable: halftonePass.uniforms.disable.value
};
onGUIChange = function () {
// update uniforms
halftonePass.uniforms.radius.value = controller.radius;
halftonePass.uniforms.rotateR.value = controller.rotateR * ( Math.PI / 180 );
halftonePass.uniforms.rotateG.value = controller.rotateG * ( Math.PI / 180 );
halftonePass.uniforms.rotateB.value = controller.rotateB * ( Math.PI / 180 );
halftonePass.uniforms.scatter.value = controller.scatter;
halftonePass.uniforms.shape.value = controller.shape;
halftonePass.uniforms.greyscale.value = controller.greyscale;
halftonePass.uniforms.blending.value = controller.blending;
halftonePass.uniforms.blendingMode.value = controller.blendingMode;
halftonePass.uniforms.disable.value = controller.disable;
};
gui = new dat.GUI();
gui.add( controller, 'shape', { 'Dot': 1, 'Ellipse': 2, 'Line': 3, 'Square': 4 } ).onChange( onGUIChange );
gui.add( controller, 'radius', 1, 25 ).onChange( onGUIChange );
gui.add( controller, 'rotateR', 0, 90 ).onChange( onGUIChange );
gui.add( controller, 'rotateG', 0, 90 ).onChange( onGUIChange );
gui.add( controller, 'rotateB', 0, 90 ).onChange( onGUIChange );
gui.add( controller, 'scatter', 0, 1, 0.01 ).onChange( onGUIChange );
gui.add( controller, 'greyscale' ).onChange( onGUIChange );
gui.add( controller, 'blending', 0, 1, 0.01 ).onChange( onGUIChange );
gui.add( controller, 'blendingMode', { 'Linear': 1, 'Multiply': 2, 'Add': 3, 'Lighter': 4, 'Darker': 5 } ).onChange( onGUIChange );
gui.add( controller, 'disable' ).onChange( onGUIChange );
function loop() {
// demo loop
var delta = clock.getDelta();
requestAnimationFrame( loop );
stats.update();
group.rotation.y += delta * rotationSpeed;
composer.render( delta );
}
loop();
</script>
</body>
</html>
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