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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">
- <meta property="og:title" content="three.js webgl - post processing - pixelation">
- <meta property="og:type" content="website">
- <meta property="og:url" content="https://threejs.org/examples/webgl_postprocessing_pixel.html">
- <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_postprocessing_pixel.jpg">
- <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, controls, 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 );
- controls = new OrbitControls( camera, renderer.domElement );
- controls.maxZoom = 2;
- // gui
- gui = new GUI();
- params = { pixelSize: 6, normalEdgeStrength: .3, depthEdgeStrength: .4, snapping: true, pixelAlignedPanning: true, pixelAlignedObjects: true, rotationSnap: 15, cameraRotationSnap: 9, cameraZoomSnap: 0.1 };
- 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 );
- const snappingControl = gui.add( params, 'snapping' ).name( 'Enable Pixel Snapping' );
- const snappingFolder = gui.addFolder( 'Snapping' ).close();
- snappingControl.onChange( enabled => snappingFolder.controllers.forEach( c => c.enable( enabled ) ) );
- snappingFolder.add( params, 'pixelAlignedPanning' );
- snappingFolder.add( params, 'pixelAlignedObjects' );
- snappingFolder.add( params, 'rotationSnap' ).min( 0 ).max( 90 ).step( 1 ).name( 'rotationSnap (deg, 0 = off)' );
- snappingFolder.add( params, 'cameraRotationSnap' ).min( 0 ).max( 90 ).step( 1 ).name( 'cameraRotationSnap (deg, 0 = off)' );
- snappingFolder.add( params, 'cameraZoomSnap' ).min( 0 ).max( 1 ).step( .05 ).name( 'cameraZoomSnap (0 = off)' );
- // 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();
- // Quantize the pulsing glow to a few discrete brightness levels to match the pixelated aesthetic
- const brightnessLevels = 6;
- crystalMesh.material.emissiveIntensity =
- Math.round( ( Math.sin( t * 3 ) * .5 + .5 ) * ( brightnessLevels - 1 ) ) / ( brightnessLevels - 1 );
- crystalMesh.position.y = .7 + Math.sin( t * 2 ) * .05;
- crystalMesh.rotation.y = stopGoEased( t, 6, 8 ) * 2 * Math.PI;
- const rendererSize = renderer.getSize( new THREE.Vector2() );
- const aspectRatio = rendererSize.x / rendererSize.y;
- const pixelsPerScreenWidth = Math.floor( rendererSize.x / params[ 'pixelSize' ] );
- const pixelsPerScreenHeight = Math.floor( rendererSize.y / params[ 'pixelSize' ] );
- // The top-level 'snapping' checkbox gates every individual snapping effect at once
- const snapping = params[ 'snapping' ];
- // Remember the camera's true (unsnapped) transform so OrbitControls interaction is unaffected by snapping
- const cameraPosition = camera.position.clone();
- const cameraQuaternion = camera.quaternion.clone();
- const cameraZoom = camera.zoom;
- // Snap the camera's rotation and scale first, so the translation snap below derives its pixel grid
- // and screen-space basis from the already-snapped orientation and zoom
- if ( snapping && ( params[ 'cameraRotationSnap' ] > 0 || params[ 'cameraZoomSnap' ] > 0 ) ) {
- pixelAlignCamera( camera, controls.target, params[ 'cameraRotationSnap' ], params[ 'cameraZoomSnap' ] );
- }
- if ( snapping && params[ 'pixelAlignedPanning' ] ) {
- pixelAlignFrustum( camera, aspectRatio, pixelsPerScreenWidth, pixelsPerScreenHeight );
- } 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();
- }
- // Remember the crystal's true (unsnapped) transform so its bulk movement is unaffected by snapping.
- // We snapshot the euler rotation (not the quaternion) because that's what drives the spin: restoring
- // the quaternion would let three.js re-derive a gimbal-equivalent euler and corrupt the y rotation.
- const crystalPosition = crystalMesh.position.clone();
- const crystalRotation = crystalMesh.rotation.clone();
- if ( snapping && params[ 'pixelAlignedObjects' ] ) {
- // Snap the moving objects to the screen-space pixel grid so they don't shimmer when pixelated
- const worldScreenWidth = ( ( camera.right - camera.left ) / camera.zoom );
- const worldScreenHeight = ( ( camera.top - camera.bottom ) / camera.zoom );
- pixelAlignObject( crystalMesh, camera, worldScreenWidth / pixelsPerScreenWidth,
- worldScreenHeight / pixelsPerScreenHeight );
- }
- if ( snapping && params[ 'rotationSnap' ] > 0 ) {
- // Snap the moving objects' rotation to the nearest camera-relative euler increment
- snapObjectRotation( crystalMesh, camera, params[ 'rotationSnap' ] );
- }
- composer.render();
- // Restore the true transforms after rendering so the next frame's motion builds on the real trajectory
- crystalMesh.position.copy( crystalPosition );
- crystalMesh.rotation.copy( crystalRotation );
- camera.position.copy( cameraPosition );
- camera.quaternion.copy( cameraQuaternion );
- camera.zoom = cameraZoom;
- camera.updateProjectionMatrix();
- }
- // 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 pixelAlignCamera( camera, target, rotationIncrementDegrees, zoomIncrement ) {
- // Snap the camera's orbit to the nearest increment of azimuth/polar angle around the target. Working
- // in spherical coordinates (rather than snapping the euler angles) keeps the orbit translation locked
- // onto the target and guarantees a roll-free orientation, since we re-aim with lookAt and world up.
- if ( rotationIncrementDegrees > 0 ) {
- const increment = THREE.MathUtils.degToRad( rotationIncrementDegrees );
- const offset = new THREE.Vector3().subVectors( camera.position, target );
- const spherical = new THREE.Spherical().setFromVector3( offset );
- spherical.theta = Math.round( spherical.theta / increment ) * increment;
- spherical.phi = Math.round( spherical.phi / increment ) * increment;
- spherical.makeSafe();
- offset.setFromSpherical( spherical );
- camera.position.copy( target ).add( offset );
- camera.up.set( 0.0, 1.0, 0.0 );
- camera.lookAt( target );
- }
- // Snap the camera's zoom to the nearest increment so the pixel grid stays a stable size while scaling
- if ( zoomIncrement > 0 ) {
- camera.zoom = Math.max( zoomIncrement, Math.round( camera.zoom / zoomIncrement ) * zoomIncrement );
- camera.updateProjectionMatrix();
- }
- }
- 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();
- }
- function pixelAlignObject( object, camera, pixelWidth, pixelHeight ) {
- // 1. Build the camera's orthonormal screen-space basis
- 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 camForward = new THREE.Vector3( 0.0, 0.0, - 1.0 ).applyQuaternion( camRot );
- // 2. Decompose the object's world position onto that basis
- const pos = object.position;
- const posRight = pos.dot( camRight );
- const posUp = pos.dot( camUp );
- const posForward = pos.dot( camForward );
- // 3. Snap the screen-space (right/up) components to the pixel grid, leaving depth untouched
- const snappedRight = Math.round( posRight / pixelWidth ) * pixelWidth;
- const snappedUp = Math.round( posUp / pixelHeight ) * pixelHeight;
- // 4. Recompose the world position from the snapped basis components
- pos.set( 0, 0, 0 );
- pos.addScaledVector( camRight, snappedRight );
- pos.addScaledVector( camUp, snappedUp );
- pos.addScaledVector( camForward, posForward );
- }
- function snapObjectRotation( object, camera, incrementDegrees ) {
- const increment = THREE.MathUtils.degToRad( incrementDegrees );
- // 1. Express the object's rotation relative to the camera
- const camRot = new THREE.Quaternion(); camera.getWorldQuaternion( camRot );
- const relative = camRot.clone().invert().multiply( object.quaternion );
- // 2. Snap each euler axis (in camera space) to the nearest increment
- const euler = new THREE.Euler().setFromQuaternion( relative );
- euler.x = Math.round( euler.x / increment ) * increment;
- euler.y = Math.round( euler.y / increment ) * increment;
- euler.z = Math.round( euler.z / increment ) * increment;
- // 3. Convert back to a world-space rotation
- relative.setFromEuler( euler );
- object.quaternion.copy( camRot.multiply( relative ) );
- }
- </script>
- </body>
- </html>
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