Effects composer for three.js
Effects composer for three.js
This is a WIP version of a new proposal for an effect composer for three.js
There's a demo with the latest-ish version of the code here demo. Here's a snapshot to give you an idea of what it can achieve:
Please use it only for review and test purposes. Don't hesitate to add issues or open a conversation about design decisions.
Basic usage/*
Include the libs
<script src="Wagner.js"></script>
*/
var composer = new WAGNER.Composer( renderer );
composer.setSize( window.innerWidth, window.innerHeight ); // or whatever resolution
var zoomBlurPass = new WAGNER.ZoomBlurPass();
var multiPassBloomPass = new WAGNER.MultiPassBloomPass();
renderer.autoClearColor = true;
composer.reset();
composer.render( scene, camera );
composer.pass( multiPassBloomPass );
composer.pass( zoomBlurPass );
composer.toScreen();
What works
Passes are by default RGBA
Ping-pong buffers when chaining passes
ShaderLoader is being replaced, but you can use it to load .glsl files. It hides all the XHR stuff
Composing with Wagner for effects that run chained with the same resolution (e.g. full-screen effects)
Basic effects implemented in the new WAGNER.Pass class:
Blend pass: all single pass. Current blend modes implemented: normal, darken, multiply, lighten, screen, overlay, soft light, hard light
Invert: single pass, inverts colours
Box Blur: single pass, blur in one direction specified in vec2 delta uniform
Full Box Blur: multipass, 2 box blur in two directions
Zoom Blur: single pass
Sepia, Noise, Denoise, Vignette, edge detection
Multi Pass Bloom: multipass, applies blur and blends with Screen mode
DOF (simple)
SSAO (simple)
uniform reflection from GLSL source is working enough to be usable for most cases
settings different path for shader loading
What still doesn't work / needs work
ShaderLoader will probably be removed, or be transparent to the user
Passing parameters to WAGNER.ShaderPass from main code
Correct use of textures of different dimensions along the chain
Resizing correctly all render targets
Multiple Composers working at the same time
Shaders that are not ported to WAGNER.Pass: pixelate, rgb split, different single-pass bloom
Shaders that haven't even been ported to WAGNER: camera motion blur, directional blur, gamma, levels,
Alias definition of passes (previously loadPass()) legacy
uniform reflection from GLSL source doesn't support structures (I don't even know if WebGL supports structures)
Credits
Composer following the work of alteredq's THREE.EffectComposer
Most of the shaders are from https://github.com/evanw/glfx.js. Others are from different sources and forums, papers, or my own.
LicenseMIT licensed
Copyright (C) 2014 Jaume Sanchez Elias - All shaders are copyright of their respective authors.
I'm trying to trace the original source for some of the common shaders. If your code is featured in the shaders folders, and wish to be correctly credited, or the code removed, please open an issue.
http://www.clicktorelease.com
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