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2026-03-28 13:57:54 +08:00

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 };