webgl_postprocessing_3dlut.html 4.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - 3d luts</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - 3D LUTs<br />
  12. Battle Damaged Sci-fi Helmet by
  13. <a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
  14. <a href="https://hdrihaven.com/hdri/?h=royal_esplanade" target="_blank" rel="noopener">Royal Esplanade</a> by <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
  15. </div>
  16. <script type="module">
  17. /* eslint-disable */
  18. import * as THREE from '../build/three.module.js';
  19. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  20. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  21. import { RGBELoader } from './jsm/loaders/RGBELoader.js';
  22. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  23. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  24. import { LUTPass } from './jsm/postprocessing/LUTPass.js';
  25. import { LUTCubeLoader } from './jsm/loaders/LUTCubeLoader.js';
  26. import { GUI } from './jsm/libs/dat.gui.module.js';
  27. const params = {
  28. enabled: true,
  29. lut: 'Bourbon 64.CUBE',
  30. intensity: 1,
  31. use2dLut: false,
  32. };
  33. const lutMap = {
  34. 'Bourbon 64.CUBE': null,
  35. 'Chemical 168.CUBE': null,
  36. 'Clayton 33.CUBE': null,
  37. 'Cubicle 99.CUBE': null
  38. };
  39. let gui;
  40. let camera, scene, renderer;
  41. let composer, lutPass;
  42. init();
  43. render();
  44. function init() {
  45. const container = document.createElement( 'div' );
  46. document.body.appendChild( container );
  47. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  48. camera.position.set( - 1.8, 0.6, 2.7 );
  49. scene = new THREE.Scene();
  50. new RGBELoader()
  51. .setDataType( THREE.UnsignedByteType )
  52. .setPath( 'textures/equirectangular/' )
  53. .load( 'royal_esplanade_1k.hdr', function ( texture ) {
  54. const envMap = pmremGenerator.fromEquirectangular( texture ).texture;
  55. scene.background = envMap;
  56. scene.environment = envMap;
  57. texture.dispose();
  58. pmremGenerator.dispose();
  59. render();
  60. // model
  61. const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
  62. loader.load( 'DamagedHelmet.gltf', function ( gltf ) {
  63. scene.add( gltf.scene );
  64. render();
  65. } );
  66. } );
  67. Object.keys( lutMap ).forEach( name => {
  68. new LUTCubeLoader()
  69. .load( 'luts/' + name, function ( result ) {
  70. lutMap[ name ] = result;
  71. } );
  72. } );
  73. renderer = new THREE.WebGLRenderer( { antialias: true } );
  74. renderer.setPixelRatio( window.devicePixelRatio );
  75. renderer.setSize( window.innerWidth, window.innerHeight );
  76. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  77. renderer.toneMappingExposure = 1;
  78. renderer.outputEncoding = THREE.sRGBEncoding;
  79. container.appendChild( renderer.domElement );
  80. composer = new EffectComposer( renderer );
  81. composer.setPixelRatio( window.devicePixelRatio );
  82. composer.setSize( window.innerWidth, window.innerHeight );
  83. composer.addPass( new RenderPass( scene, camera ) );
  84. lutPass = new LUTPass();
  85. composer.addPass( lutPass );
  86. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  87. pmremGenerator.compileEquirectangularShader();
  88. const controls = new OrbitControls( camera, renderer.domElement );
  89. controls.addEventListener( 'change', render ); // use if there is no animation loop
  90. controls.minDistance = 2;
  91. controls.maxDistance = 10;
  92. controls.target.set( 0, 0, - 0.2 );
  93. controls.update();
  94. gui = new GUI();
  95. gui.width = 350;
  96. gui.add( params, 'enabled' );
  97. gui.add( params, 'lut', Object.keys( lutMap ) );
  98. gui.add( params, 'intensity' ).min( 0 ).max( 1 );
  99. gui.add( params, 'use2dLut' );
  100. window.addEventListener( 'resize', onWindowResize, false );
  101. }
  102. function onWindowResize() {
  103. camera.aspect = window.innerWidth / window.innerHeight;
  104. camera.updateProjectionMatrix();
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. composer.setSize( window.innerWidth, window.innerHeight );
  107. render();
  108. }
  109. //
  110. function render() {
  111. lutPass.enabled = params.enabled && Boolean( lutMap[ params.lut ] );
  112. lutPass.intensity = params.intensity;
  113. if ( lutMap[ params.lut ] ) {
  114. const lut = lutMap[ params.lut ];
  115. lutPass.lut = params.use2DLut ? lut.texture : lut.texture3D;
  116. }
  117. composer.render();
  118. }
  119. </script>
  120. </body>
  121. </html>
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