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webgl_postprocessing_sobel.html
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webgl_postprocessing_sobel.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - postprocessing - sobel (edge detection)</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener noreferrer">Verge3D</a> - webgl - postprocessing<br/>
sobel (edge detection)
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'v3d/addons/controls/OrbitControls.js';
import { EffectComposer } from 'v3d/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'v3d/addons/postprocessing/RenderPass.js';
import { ShaderPass } from 'v3d/addons/postprocessing/ShaderPass.js';
import { LuminosityShader } from 'v3d/addons/shaders/LuminosityShader.js';
import { SobelOperatorShader } from 'v3d/addons/shaders/SobelOperatorShader.js';
let camera, scene, renderer, composer;
let effectSobel;
const params = {
enable: true
};
init();
animate();
function init() {
//
scene = new v3d.Scene();
camera = new v3d.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 200);
camera.position.set(0, 10, 25);
camera.lookAt(scene.position);
//
const geometry = new v3d.TorusKnotGeometry(8, 3, 256, 32, 2, 3);
const material = new v3d.MeshPhongMaterial({ color: 0xffff00 });
const mesh = new v3d.Mesh(geometry, material);
scene.add(mesh);
//
const ambientLight = new v3d.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
const pointLight = new v3d.PointLight(0xffffff, 0.8);
camera.add(pointLight);
scene.add(camera);
//
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// postprocessing
composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
// color to grayscale conversion
const effectGrayScale = new ShaderPass(LuminosityShader);
composer.addPass(effectGrayScale);
// you might want to use a gaussian blur filter before
// the next pass to improve the result of the Sobel operator
// Sobel operator
effectSobel = new ShaderPass(SobelOperatorShader);
effectSobel.uniforms['resolution'].value.x = window.innerWidth * window.devicePixelRatio;
effectSobel.uniforms['resolution'].value.y = window.innerHeight * window.devicePixelRatio;
composer.addPass(effectSobel);
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 10;
controls.maxDistance = 100;
//
const gui = new GUI();
gui.add(params, 'enable');
gui.open();
//
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
effectSobel.uniforms['resolution'].value.x = window.innerWidth * window.devicePixelRatio;
effectSobel.uniforms['resolution'].value.y = window.innerHeight * window.devicePixelRatio;
}
function animate() {
requestAnimationFrame(animate);
if (params.enable === true) {
composer.render();
} else {
renderer.render(scene, camera);
}
}
</script>
</body>
</html>