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webgl_postprocessing_rgb_halftone.html
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<!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;
}
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/WebGL.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 ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
// setup
var wrapper, renderer, clock, camera, controls, stats, rotationSpeed;
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 );
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>