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earthquake_3d_viewer_front/three/manual/examples/postprocessing-custom.html

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HTML

<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - PostProcessing - Custom</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 2;
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 6;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
scene.add( light );
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
function makeInstance( geometry, color, x ) {
const material = new THREE.MeshPhongMaterial( { color } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance( geometry, 0x44aa88, 0 ),
makeInstance( geometry, 0x8844aa, - 2 ),
makeInstance( geometry, 0xaa8844, 2 ),
];
const composer = new EffectComposer( renderer );
composer.addPass( new RenderPass( scene, camera ) );
const colorShader = {
uniforms: {
tDiffuse: { value: null },
color: { value: new THREE.Color( 0x88CCFF ) },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
}
`,
fragmentShader: `
uniform vec3 color;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 previousPassColor = texture2D(tDiffuse, vUv);
gl_FragColor = vec4(
previousPassColor.rgb * color,
previousPassColor.a);
}
`,
};
const colorPass = new ShaderPass( colorShader );
composer.addPass( colorPass );
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
const gui = new GUI();
gui.add( colorPass.uniforms.color.value, 'r', 0, 4 ).name( 'red' );
gui.add( colorPass.uniforms.color.value, 'g', 0, 4 ).name( 'green' );
gui.add( colorPass.uniforms.color.value, 'b', 0, 4 ).name( 'blue' );
let then = 0;
function render( now ) {
now *= 0.001; // convert to seconds
const deltaTime = now - then;
then = now;
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
composer.setSize( canvas.width, canvas.height );
}
cubes.forEach( ( cube, ndx ) => {
const speed = 1 + ndx * .1;
const rot = now * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
} );
composer.render( deltaTime );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>