200 lines
5.1 KiB
JavaScript
200 lines
5.1 KiB
JavaScript
/**
|
|
* Post-Processing Pipeline Example
|
|
*
|
|
* Demonstrates TSL post-processing:
|
|
* - Bloom effect
|
|
* - Custom vignette
|
|
* - Color grading
|
|
* - Effect chaining
|
|
*
|
|
* Based on Three.js webgpu_postprocessing examples (MIT License)
|
|
* https://github.com/mrdoob/three.js
|
|
*/
|
|
|
|
import * as THREE from 'three/webgpu';
|
|
import {
|
|
Fn,
|
|
float,
|
|
vec2,
|
|
vec3,
|
|
vec4,
|
|
color,
|
|
uniform,
|
|
pass,
|
|
screenUV,
|
|
screenSize,
|
|
time,
|
|
oscSine,
|
|
mix,
|
|
smoothstep,
|
|
texture,
|
|
grayscale,
|
|
saturation
|
|
} from 'three/tsl';
|
|
import { bloom } from 'three/addons/tsl/display/BloomNode.js';
|
|
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
|
|
|
let camera, scene, renderer, controls;
|
|
let postProcessing;
|
|
|
|
// Effect uniforms
|
|
const bloomStrength = uniform(1.0);
|
|
const bloomThreshold = uniform(0.5);
|
|
const vignetteIntensity = uniform(0.5);
|
|
const saturationAmount = uniform(1.2);
|
|
const colorTint = uniform(new THREE.Color(1.0, 0.95, 0.9));
|
|
|
|
async function init() {
|
|
// Camera
|
|
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
|
|
camera.position.set(0, 2, 8);
|
|
|
|
// Scene
|
|
scene = new THREE.Scene();
|
|
scene.background = new THREE.Color(0x111111);
|
|
|
|
// Add objects with emissive materials (for bloom)
|
|
createScene();
|
|
|
|
// Renderer
|
|
renderer = new THREE.WebGPURenderer({ antialias: true });
|
|
renderer.setSize(window.innerWidth, window.innerHeight);
|
|
renderer.setPixelRatio(window.devicePixelRatio);
|
|
document.body.appendChild(renderer.domElement);
|
|
await renderer.init();
|
|
|
|
// Create post-processing pipeline
|
|
setupPostProcessing();
|
|
|
|
// Controls
|
|
controls = new OrbitControls(camera, renderer.domElement);
|
|
controls.enableDamping = true;
|
|
controls.target.set(0, 1, 0);
|
|
|
|
// Events
|
|
window.addEventListener('resize', onWindowResize);
|
|
|
|
renderer.setAnimationLoop(animate);
|
|
}
|
|
|
|
function createScene() {
|
|
// Floor
|
|
const floorGeometry = new THREE.PlaneGeometry(20, 20);
|
|
const floorMaterial = new THREE.MeshStandardNodeMaterial({
|
|
color: 0x222222
|
|
});
|
|
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
|
|
floor.rotation.x = -Math.PI / 2;
|
|
scene.add(floor);
|
|
|
|
// Emissive spheres (will bloom)
|
|
const sphereGeometry = new THREE.SphereGeometry(0.5, 32, 32);
|
|
|
|
const colors = [0xff0044, 0x00ff88, 0x4488ff, 0xffaa00, 0xff00ff];
|
|
|
|
for (let i = 0; i < 5; i++) {
|
|
const material = new THREE.MeshStandardNodeMaterial();
|
|
|
|
// Base color
|
|
material.colorNode = color(colors[i]).mul(0.3);
|
|
|
|
// Animated emissive
|
|
material.emissiveNode = Fn(() => {
|
|
const pulse = oscSine(time.mul(1.0 + i * 0.2)).mul(0.5).add(0.5);
|
|
return color(colors[i]).mul(pulse.mul(2.0).add(0.5));
|
|
})();
|
|
|
|
material.roughnessNode = float(0.2);
|
|
material.metalnessNode = float(0.8);
|
|
|
|
const sphere = new THREE.Mesh(sphereGeometry, material);
|
|
sphere.position.set(
|
|
Math.cos((i / 5) * Math.PI * 2) * 3,
|
|
1 + Math.sin(i) * 0.5,
|
|
Math.sin((i / 5) * Math.PI * 2) * 3
|
|
);
|
|
scene.add(sphere);
|
|
}
|
|
|
|
// Central reflective sphere
|
|
const centerMaterial = new THREE.MeshStandardNodeMaterial();
|
|
centerMaterial.colorNode = color(0x888888);
|
|
centerMaterial.roughnessNode = float(0.1);
|
|
centerMaterial.metalnessNode = float(1.0);
|
|
|
|
const centerSphere = new THREE.Mesh(new THREE.SphereGeometry(1, 64, 64), centerMaterial);
|
|
centerSphere.position.y = 1;
|
|
scene.add(centerSphere);
|
|
|
|
// Lights
|
|
const ambientLight = new THREE.AmbientLight(0x404040, 0.5);
|
|
scene.add(ambientLight);
|
|
|
|
const pointLight = new THREE.PointLight(0xffffff, 50);
|
|
pointLight.position.set(5, 10, 5);
|
|
scene.add(pointLight);
|
|
}
|
|
|
|
function setupPostProcessing() {
|
|
// Create post-processing instance
|
|
postProcessing = new THREE.PostProcessing(renderer);
|
|
|
|
// Create scene pass
|
|
const scenePass = pass(scene, camera);
|
|
const sceneColor = scenePass.getTextureNode('output');
|
|
|
|
// --- Effect Chain ---
|
|
|
|
// 1. Bloom
|
|
const bloomPass = bloom(sceneColor);
|
|
bloomPass.threshold = bloomThreshold;
|
|
bloomPass.strength = bloomStrength;
|
|
bloomPass.radius = uniform(0.5);
|
|
|
|
// Add bloom to scene
|
|
let output = sceneColor.add(bloomPass);
|
|
|
|
// 2. Color Grading
|
|
output = saturation(output, saturationAmount);
|
|
output = output.mul(colorTint);
|
|
|
|
// 3. Vignette (custom effect)
|
|
const vignette = Fn(() => {
|
|
const uv = screenUV;
|
|
const dist = uv.sub(0.5).length();
|
|
return float(1.0).sub(dist.mul(vignetteIntensity).pow(2.0)).saturate();
|
|
});
|
|
|
|
output = output.mul(vignette());
|
|
|
|
// 4. Optional: Scanlines
|
|
const scanlines = Fn(() => {
|
|
const scanline = screenUV.y.mul(screenSize.y).mul(0.5).sin().mul(0.05).add(0.95);
|
|
return scanline;
|
|
});
|
|
|
|
// Uncomment for CRT effect:
|
|
// output = output.mul(scanlines());
|
|
|
|
// Set final output
|
|
postProcessing.outputNode = output;
|
|
}
|
|
|
|
function onWindowResize() {
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
camera.updateProjectionMatrix();
|
|
renderer.setSize(window.innerWidth, window.innerHeight);
|
|
}
|
|
|
|
function animate() {
|
|
controls.update();
|
|
|
|
// Render with post-processing
|
|
postProcessing.render();
|
|
}
|
|
|
|
init();
|
|
|
|
// Export uniforms for external control (e.g., GUI)
|
|
export { bloomStrength, bloomThreshold, vignetteIntensity, saturationAmount, colorTint };
|