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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - post processing - pixelation</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Pixelation pass with optional single pixel outlines by
<a href="https://github.com/KodyJKing" target="_blank" rel="noopener">Kody King</a><br /><br />
</div>
<div id="container"></div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPixelatedPass } from 'three/addons/postprocessing/RenderPixelatedPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, composer, crystalMesh, timer;
let gui, params;
init();
function init() {
const aspectRatio = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( - aspectRatio, aspectRatio, 1, - 1, 0.1, 10 );
camera.position.y = 2 * Math.tan( Math.PI / 6 );
camera.position.z = 2;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x151729 );
timer = new THREE.Timer();
timer.connect( document );
renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
//renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
composer = new EffectComposer( renderer );
const renderPixelatedPass = new RenderPixelatedPass( 6, scene, camera );
composer.addPass( renderPixelatedPass );
const outputPass = new OutputPass();
composer.addPass( outputPass );
window.addEventListener( 'resize', onWindowResize );
const controls = new OrbitControls( camera, renderer.domElement );
controls.maxZoom = 2;
// gui
gui = new GUI();
params = { pixelSize: 6, normalEdgeStrength: .3, depthEdgeStrength: .4, pixelAlignedPanning: true };
gui.add( params, 'pixelSize' ).min( 1 ).max( 16 ).step( 1 )
.onChange( () => {
renderPixelatedPass.setPixelSize( params.pixelSize );
} );
gui.add( renderPixelatedPass, 'normalEdgeStrength' ).min( 0 ).max( 2 ).step( .05 );
gui.add( renderPixelatedPass, 'depthEdgeStrength' ).min( 0 ).max( 1 ).step( .05 );
gui.add( params, 'pixelAlignedPanning' );
// textures
const loader = new THREE.TextureLoader();
const texChecker = pixelTexture( loader.load( 'textures/checker.png' ) );
const texChecker2 = pixelTexture( loader.load( 'textures/checker.png' ) );
texChecker.repeat.set( 3, 3 );
texChecker2.repeat.set( 1.5, 1.5 );
// meshes
const boxMaterial = new THREE.MeshPhongMaterial( { map: texChecker2 } );
function addBox( boxSideLength, x, z, rotation ) {
const mesh = new THREE.Mesh( new THREE.BoxGeometry( boxSideLength, boxSideLength, boxSideLength ), boxMaterial );
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.rotation.y = rotation;
mesh.position.y = boxSideLength / 2;
mesh.position.set( x, boxSideLength / 2 + .0001, z );
scene.add( mesh );
return mesh;
}
addBox( .4, 0, 0, Math.PI / 4 );
addBox( .5, - .5, - .5, Math.PI / 4 );
const planeSideLength = 2;
const planeMesh = new THREE.Mesh(
new THREE.PlaneGeometry( planeSideLength, planeSideLength ),
new THREE.MeshPhongMaterial( { map: texChecker } )
);
planeMesh.receiveShadow = true;
planeMesh.rotation.x = - Math.PI / 2;
scene.add( planeMesh );
const radius = .2;
const geometry = new THREE.IcosahedronGeometry( radius );
crystalMesh = new THREE.Mesh(
geometry,
new THREE.MeshPhongMaterial( {
color: 0x68b7e9,
emissive: 0x4f7e8b,
shininess: 10,
specular: 0xffffff
} )
);
crystalMesh.receiveShadow = true;
crystalMesh.castShadow = true;
scene.add( crystalMesh );
// lights
scene.add( new THREE.AmbientLight( 0x757f8e, 3 ) );
const directionalLight = new THREE.DirectionalLight( 0xfffecd, 1.5 );
directionalLight.position.set( 100, 100, 100 );
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set( 2048, 2048 );
scene.add( directionalLight );
const spotLight = new THREE.SpotLight( 0xffc100, 10, 10, Math.PI / 16, .02, 2 );
spotLight.position.set( 2, 2, 0 );
const target = spotLight.target;
scene.add( target );
target.position.set( 0, 0, 0 );
spotLight.castShadow = true;
scene.add( spotLight );
}
function onWindowResize() {
const aspectRatio = window.innerWidth / window.innerHeight;
camera.left = - aspectRatio;
camera.right = aspectRatio;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
composer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
timer.update();
const t = timer.getElapsed();
crystalMesh.material.emissiveIntensity = Math.sin( t * 3 ) * .5 + .5;
crystalMesh.position.y = .7 + Math.sin( t * 2 ) * .05;
crystalMesh.rotation.y = stopGoEased( t, 2, 4 ) * 2 * Math.PI;
const rendererSize = renderer.getSize( new THREE.Vector2() );
const aspectRatio = rendererSize.x / rendererSize.y;
if ( params[ 'pixelAlignedPanning' ] ) {
pixelAlignFrustum( camera, aspectRatio, Math.floor( rendererSize.x / params[ 'pixelSize' ] ),
Math.floor( rendererSize.y / params[ 'pixelSize' ] ) );
} else if ( camera.left != - aspectRatio || camera.top != 1.0 ) {
// Reset the Camera Frustum if it has been modified
camera.left = - aspectRatio;
camera.right = aspectRatio;
camera.top = 1.0;
camera.bottom = - 1.0;
camera.updateProjectionMatrix();
}
composer.render();
}
// Helper functions
function pixelTexture( texture ) {
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.generateMipmaps = false;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.colorSpace = THREE.SRGBColorSpace;
return texture;
}
function easeInOutCubic( x ) {
return x ** 2 * 3 - x ** 3 * 2;
}
function linearStep( x, edge0, edge1 ) {
const w = edge1 - edge0;
const m = 1 / w;
const y0 = - m * edge0;
return THREE.MathUtils.clamp( y0 + m * x, 0, 1 );
}
function stopGoEased( x, downtime, period ) {
const cycle = ( x / period ) | 0;
const tween = x - cycle * period;
const linStep = easeInOutCubic( linearStep( tween, downtime, period ) );
return cycle + linStep;
}
function pixelAlignFrustum( camera, aspectRatio, pixelsPerScreenWidth, pixelsPerScreenHeight ) {
// 0. Get Pixel Grid Units
const worldScreenWidth = ( ( camera.right - camera.left ) / camera.zoom );
const worldScreenHeight = ( ( camera.top - camera.bottom ) / camera.zoom );
const pixelWidth = worldScreenWidth / pixelsPerScreenWidth;
const pixelHeight = worldScreenHeight / pixelsPerScreenHeight;
// 1. Project the current camera position along its local rotation bases
const camPos = new THREE.Vector3(); camera.getWorldPosition( camPos );
const camRot = new THREE.Quaternion(); camera.getWorldQuaternion( camRot );
const camRight = new THREE.Vector3( 1.0, 0.0, 0.0 ).applyQuaternion( camRot );
const camUp = new THREE.Vector3( 0.0, 1.0, 0.0 ).applyQuaternion( camRot );
const camPosRight = camPos.dot( camRight );
const camPosUp = camPos.dot( camUp );
// 2. Find how far along its position is along these bases in pixel units
const camPosRightPx = camPosRight / pixelWidth;
const camPosUpPx = camPosUp / pixelHeight;
// 3. Find the fractional pixel units and convert to world units
const fractX = camPosRightPx - Math.round( camPosRightPx );
const fractY = camPosUpPx - Math.round( camPosUpPx );
// 4. Add fractional world units to the left/right top/bottom to align with the pixel grid
camera.left = - aspectRatio - ( fractX * pixelWidth );
camera.right = aspectRatio - ( fractX * pixelWidth );
camera.top = 1.0 - ( fractY * pixelHeight );
camera.bottom = - 1.0 - ( fractY * pixelHeight );
camera.updateProjectionMatrix();
}
</script>
</body>
</html>