threejs-postprocessing-3dlut.html 13 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>Three.js - postprocessing - 3DLUT</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. <style>
  8. html, body {
  9. margin: 0;
  10. height: 100%;
  11. }
  12. #c {
  13. width: 100%;
  14. height: 100%;
  15. display: block;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <canvas id="c"></canvas>
  21. </body>
  22. <script src="resources/lut-reader.js"></script>
  23. <script src="resources/drag-and-drop.js"></script>
  24. <script type="module">
  25. import * as THREE from './resources/threejs/r108/build/three.module.js';
  26. import {OrbitControls} from './resources/threejs/r108/examples/jsm/controls/OrbitControls.js';
  27. import {GLTFLoader} from './resources/threejs/r108/examples/jsm/loaders/GLTFLoader.js';
  28. import {CopyShader} from './resources/threejs/r108/examples/jsm/shaders/CopyShader.js';
  29. import {EffectComposer} from './resources/threejs/r108/examples/jsm/postprocessing/EffectComposer.js';
  30. import {RenderPass} from './resources/threejs/r108/examples/jsm/postprocessing/RenderPass.js';
  31. import {ShaderPass} from './resources/threejs/r108/examples/jsm/postprocessing/ShaderPass.js';
  32. import { GUI } from '../3rdparty/dat.gui.module.js';
  33. function main() {
  34. const canvas = document.querySelector('#c');
  35. const renderer = new THREE.WebGLRenderer({canvas});
  36. const fov = 45;
  37. const aspect = 2; // the canvas default
  38. const near = 0.1;
  39. const far = 100;
  40. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  41. camera.position.set(0, 10, 20);
  42. const controls = new OrbitControls(camera, canvas);
  43. controls.target.set(0, 5, 0);
  44. controls.update();
  45. const lutTextures = [
  46. { name: 'identity', size: 2, filter: true , },
  47. { name: 'identity no filter', size: 2, filter: false, },
  48. { name: 'custom', url: 'resources/images/lut/3dlut-red-only-s16.png' },
  49. { name: 'monochrome', url: 'resources/images/lut/monochrome-s8.png' },
  50. { name: 'sepia', url: 'resources/images/lut/sepia-s8.png' },
  51. { name: 'saturated', url: 'resources/images/lut/saturated-s8.png', },
  52. { name: 'posterize', url: 'resources/images/lut/posterize-s8n.png', },
  53. { name: 'posterize-3-rgb', url: 'resources/images/lut/posterize-3-rgb-s8n.png', },
  54. { name: 'posterize-3-lab', url: 'resources/images/lut/posterize-3-lab-s8n.png', },
  55. { name: 'posterize-4-lab', url: 'resources/images/lut/posterize-4-lab-s8n.png', },
  56. { name: 'posterize-more', url: 'resources/images/lut/posterize-more-s8n.png', },
  57. { name: 'inverse', url: 'resources/images/lut/inverse-s8.png', },
  58. { name: 'color negative', url: 'resources/images/lut/color-negative-s8.png', },
  59. { name: 'high contrast', url: 'resources/images/lut/high-contrast-bw-s8.png', },
  60. { name: 'funky contrast', url: 'resources/images/lut/funky-contrast-s8.png', },
  61. { name: 'nightvision', url: 'resources/images/lut/nightvision-s8.png', },
  62. { name: 'thermal', url: 'resources/images/lut/thermal-s8.png', },
  63. { name: 'b/w', url: 'resources/images/lut/black-white-s8n.png', },
  64. { name: 'hue +60', url: 'resources/images/lut/hue-plus-60-s8.png', },
  65. { name: 'hue +180', url: 'resources/images/lut/hue-plus-180-s8.png', },
  66. { name: 'hue -60', url: 'resources/images/lut/hue-minus-60-s8.png', },
  67. { name: 'red to cyan', url: 'resources/images/lut/red-to-cyan-s8.png' },
  68. { name: 'blues', url: 'resources/images/lut/blues-s8.png' },
  69. { name: 'infrared', url: 'resources/images/lut/infrared-s8.png' },
  70. { name: 'radioactive', url: 'resources/images/lut/radioactive-s8.png' },
  71. { name: 'goolgey', url: 'resources/images/lut/googley-s8.png' },
  72. { name: 'bgy', url: 'resources/images/lut/bgy-s8.png' },
  73. ];
  74. const makeIdentityLutTexture = function() {
  75. const identityLUT = new Uint8Array([
  76. 0, 0, 0, 255, // black
  77. 255, 0, 0, 255, // red
  78. 0, 0, 255, 255, // blue
  79. 255, 0, 255, 255, // magenta
  80. 0, 255, 0, 255, // green
  81. 255, 255, 0, 255, // yellow
  82. 0, 255, 255, 255, // cyan
  83. 255, 255, 255, 255, // white
  84. ]);
  85. return function(filter) {
  86. const texture = new THREE.DataTexture(identityLUT, 4, 2, THREE.RGBAFormat);
  87. texture.minFilter = filter;
  88. texture.magFilter = filter;
  89. texture.needsUpdate = true;
  90. texture.flipY = false;
  91. return texture;
  92. };
  93. }();
  94. const makeLUTTexture = function() {
  95. const imgLoader = new THREE.ImageLoader();
  96. const ctx = document.createElement('canvas').getContext('2d');
  97. return function(info) {
  98. const texture = makeIdentityLutTexture(
  99. info.filter ? THREE.LinearFilter : THREE.NearestFilter);
  100. if (info.url) {
  101. const lutSize = info.size;
  102. // set the size to 2 (the identity size). We'll restore it when the
  103. // image has loaded. This way the code using the lut doesn't have to
  104. // care if the image has loaded or not
  105. info.size = 2;
  106. imgLoader.load(info.url, function(image) {
  107. const width = lutSize * lutSize;
  108. const height = lutSize;
  109. info.size = lutSize;
  110. ctx.canvas.width = width;
  111. ctx.canvas.height = height;
  112. ctx.drawImage(image, 0, 0);
  113. const imageData = ctx.getImageData(0, 0, width, height);
  114. texture.image.data = new Uint8Array(imageData.data.buffer);
  115. texture.image.width = width;
  116. texture.image.height = height;
  117. texture.needsUpdate = true;
  118. });
  119. }
  120. return texture;
  121. };
  122. }();
  123. lutTextures.forEach((info) => {
  124. // if not size set get it from the filename
  125. if (!info.size) {
  126. // assumes filename ends in '-s<num>[n]'
  127. // where <num> is the size of the 3DLUT cube
  128. // and [n] means 'no filtering' or 'nearest'
  129. //
  130. // examples:
  131. // 'foo-s16.png' = size:16, filter: true
  132. // 'bar-s8n.png' = size:8, filter: false
  133. const m = /-s(\d+)(n*)\.[^.]+$/.exec(info.url);
  134. if (m) {
  135. info.size = parseInt(m[1]);
  136. info.filter = info.filter === undefined ? m[2] !== 'n' : info.filter;
  137. }
  138. }
  139. info.texture = makeLUTTexture(info);
  140. });
  141. const lutNameIndexMap = {};
  142. lutTextures.forEach((info, ndx) => {
  143. lutNameIndexMap[info.name] = ndx;
  144. });
  145. const lutSettings = {
  146. lut: lutNameIndexMap.custom,
  147. };
  148. const gui = new GUI({ width: 300 });
  149. gui.add(lutSettings, 'lut', lutNameIndexMap);
  150. const scene = new THREE.Scene();
  151. const sceneBG = new THREE.Scene();
  152. const cameraBG = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);
  153. let bgMesh;
  154. let bgTexture;
  155. {
  156. const loader = new THREE.TextureLoader();
  157. bgTexture = loader.load('resources/images/beach.jpg');
  158. const planeGeo = new THREE.PlaneBufferGeometry(2, 2);
  159. const planeMat = new THREE.MeshBasicMaterial({
  160. map: bgTexture,
  161. depthTest: false,
  162. });
  163. bgMesh = new THREE.Mesh(planeGeo, planeMat);
  164. sceneBG.add(bgMesh);
  165. }
  166. function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
  167. const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
  168. const halfFovY = THREE.Math.degToRad(camera.fov * .5);
  169. const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
  170. // compute a unit vector that points in the direction the camera is now
  171. // in the xz plane from the center of the box
  172. const direction = (new THREE.Vector3())
  173. .subVectors(camera.position, boxCenter)
  174. .multiply(new THREE.Vector3(1, 0, 1))
  175. .normalize();
  176. // move the camera to a position distance units way from the center
  177. // in whatever direction the camera was from the center already
  178. camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));
  179. // pick some near and far values for the frustum that
  180. // will contain the box.
  181. camera.near = boxSize / 100;
  182. camera.far = boxSize * 100;
  183. camera.updateProjectionMatrix();
  184. // point the camera to look at the center of the box
  185. camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
  186. }
  187. {
  188. const gltfLoader = new GLTFLoader();
  189. gltfLoader.load('resources/models/3dbustchallange_submission/scene.gltf', (gltf) => {
  190. const root = gltf.scene;
  191. scene.add(root);
  192. root.updateMatrixWorld();
  193. // compute the box that contains all the stuff
  194. // from root and below
  195. const box = new THREE.Box3().setFromObject(root);
  196. const boxSize = box.getSize(new THREE.Vector3()).length();
  197. const boxCenter = box.getCenter(new THREE.Vector3());
  198. frameArea(boxSize * 0.4, boxSize, boxCenter, camera);
  199. // update the Trackball controls to handle the new size
  200. controls.maxDistance = boxSize * 10;
  201. controls.target.copy(boxCenter);
  202. controls.update();
  203. });
  204. }
  205. const lutShader = {
  206. uniforms: {
  207. tDiffuse: { value: null },
  208. lutMap: { value: null },
  209. lutMapSize: { value: 1, },
  210. },
  211. vertexShader: `
  212. varying vec2 vUv;
  213. void main() {
  214. vUv = uv;
  215. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  216. }
  217. `,
  218. fragmentShader: `
  219. #include <common>
  220. #define FILTER_LUT true
  221. uniform sampler2D tDiffuse;
  222. uniform sampler2D lutMap;
  223. uniform float lutMapSize;
  224. varying vec2 vUv;
  225. vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size) {
  226. float sliceSize = 1.0 / size; // space of 1 slice
  227. float slicePixelSize = sliceSize / size; // space of 1 pixel
  228. float width = size - 1.0;
  229. float sliceInnerSize = slicePixelSize * width; // space of size pixels
  230. float zSlice0 = floor( texCoord.z * width);
  231. float zSlice1 = min( zSlice0 + 1.0, width);
  232. float xOffset = slicePixelSize * 0.5 + texCoord.x * sliceInnerSize;
  233. float yRange = (texCoord.y * width + 0.5) / size;
  234. float s0 = xOffset + (zSlice0 * sliceSize);
  235. #ifdef FILTER_LUT
  236. float s1 = xOffset + (zSlice1 * sliceSize);
  237. vec4 slice0Color = texture2D(tex, vec2(s0, yRange));
  238. vec4 slice1Color = texture2D(tex, vec2(s1, yRange));
  239. float zOffset = mod(texCoord.z * width, 1.0);
  240. return mix(slice0Color, slice1Color, zOffset);
  241. #else
  242. return texture2D(tex, vec2( s0, yRange));
  243. #endif
  244. }
  245. void main() {
  246. vec4 originalColor = texture2D(tDiffuse, vUv);
  247. gl_FragColor = sampleAs3DTexture(lutMap, originalColor.xyz, lutMapSize);
  248. }
  249. `,
  250. };
  251. const lutNearestShader = {
  252. uniforms: Object.assign( {}, lutShader.uniforms ),
  253. vertexShader: lutShader.vertexShader,
  254. fragmentShader: lutShader.fragmentShader.replace('#define FILTER_LUT', '//'),
  255. };
  256. const effectLUT = new ShaderPass(lutShader);
  257. effectLUT.renderToScreen = true;
  258. const effectLUTNearest = new ShaderPass(lutNearestShader);
  259. effectLUTNearest.renderToScreen = true;
  260. const renderModel = new RenderPass(scene, camera);
  261. renderModel.clear = false; // so we don't clear out the background
  262. const renderBG = new RenderPass(sceneBG, cameraBG);
  263. const rtParameters = {
  264. minFilter: THREE.LinearFilter,
  265. magFilter: THREE.LinearFilter,
  266. format: THREE.RGBFormat,
  267. };
  268. const composer = new EffectComposer(renderer, new THREE.WebGLRenderTarget(1, 1, rtParameters));
  269. composer.addPass(renderBG);
  270. composer.addPass(renderModel);
  271. composer.addPass(effectLUT);
  272. composer.addPass(effectLUTNearest);
  273. function resizeRendererToDisplaySize(renderer) {
  274. const canvas = renderer.domElement;
  275. const width = canvas.clientWidth * window.devicePixelRatio | 0;
  276. const height = canvas.clientHeight * window.devicePixelRatio | 0;
  277. const needResize = canvas.width !== width || canvas.height !== height;
  278. if (needResize) {
  279. renderer.setSize(width, height, false);
  280. }
  281. return needResize;
  282. }
  283. let then = 0;
  284. function render(now) {
  285. now *= 0.001; // convert to seconds
  286. const delta = now - then;
  287. then = now;
  288. if (resizeRendererToDisplaySize(renderer)) {
  289. const canvas = renderer.domElement;
  290. const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  291. camera.aspect = canvasAspect;
  292. camera.updateProjectionMatrix();
  293. composer.setSize(canvas.width, canvas.height);
  294. // scale the background plane to keep the image's
  295. // aspect correct.
  296. // Note the image may not have loaded yet.
  297. const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  298. const aspect = imageAspect / canvasAspect;
  299. bgMesh.scale.x = aspect > 1 ? aspect : 1;
  300. bgMesh.scale.y = aspect > 1 ? 1 : 1 / aspect;
  301. }
  302. const lutInfo = lutTextures[ lutSettings.lut ];
  303. const effect = lutInfo.filter ? effectLUT : effectLUTNearest;
  304. effectLUT.enabled = lutInfo.filter;
  305. effectLUTNearest.enabled = !lutInfo.filter;
  306. const lutTexture = lutInfo.texture;
  307. effect.uniforms.lutMap.value = lutTexture;
  308. effect.uniforms.lutMapSize.value = lutInfo.size;
  309. composer.render(delta);
  310. requestAnimationFrame(render);
  311. }
  312. requestAnimationFrame(render);
  313. }
  314. main();
  315. </script>
  316. </html>
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