Holographic Projection

Developer
Size
7,177 Kb
Views
38,456

How do I make an holographic projection?

What is a holographic projection? How do you make a holographic projection? This script and codes were developed by Peter Hrynkow on 14 September 2022, Wednesday.

Holographic Projection Previews

Holographic Projection - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Holographic Projection</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css"> <link rel="stylesheet" href="css/style.css">
</head>
<body> <script src='https://unpkg.com/three'></script>
<script src='https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5.1/dat.gui.min.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/shaders/CopyShader.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/postprocessing/EffectComposer.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/postprocessing/RenderPass.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/postprocessing/ShaderPass.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/shaders/HorizontalBlurShader.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/shaders/VerticalBlurShader.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/shaders/FilmShader.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/shaders/LuminosityHighPassShader.js'></script>
<script src='https://unpkg.com/[email protected]/examples/js/postprocessing/UnrealBloomPass.js'></script>
<script src='https://cdn.rawgit.com/felixturner/bad-tv-shader/master/BadTVShader.js'></script> <script src="js/index.js"></script>
</body>
</html>

Holographic Projection - Script Codes CSS Codes

body{ background: #000;
}
canvas{ display: block;
}

Holographic Projection - Script Codes JS Codes

"use strict";
THREE.VolumetericLightShader = { uniforms: { tDiffuse: { value: null }, lightPosition: { value: new THREE.Vector2(0.5, 0.5) }, exposure: { value: 1 }, decay: { value: 1 }, density: { value: 6 }, weight: { value: 0.57 }, samples: { value: 30 } }, vertexShader: ["varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);", "}"].join("\n"), fragmentShader: ["varying vec2 vUv;", "uniform sampler2D tDiffuse;", "uniform vec2 lightPosition;", "uniform float exposure;", "uniform float decay;", "uniform float density;", "uniform float weight;", "uniform int samples;", "const int MAX_SAMPLES = 100;", "void main()", "{", "vec2 texCoord = vUv;", "vec2 deltaTextCoord = texCoord - lightPosition;", "deltaTextCoord *= 1.0 / float(samples) * density;", "vec4 color = texture2D(tDiffuse, texCoord);", "float illuminationDecay = 1.0;", "for(int i=0; i < MAX_SAMPLES; i++)", "{", "if(i == samples) {", "break;", "}", "texCoord += deltaTextCoord;", "vec4 sample = texture2D(tDiffuse, texCoord);", "sample *= illuminationDecay * weight;", "color += sample;", "illuminationDecay *= decay;", "}", "gl_FragColor = color * exposure;", "}"].join("\n")
};
THREE.AdditiveBlendingShader = { uniforms: { tDiffuse: { value: null }, tAdd: { value: null } }, vertexShader: ["varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);", "}"].join("\n"), fragmentShader: ["uniform sampler2D tDiffuse;", "uniform sampler2D tAdd;", "varying vec2 vUv;", "void main() {", "vec4 color = texture2D(tDiffuse, vUv);", "vec4 add = texture2D(tAdd, vUv);", "gl_FragColor = color + add;", "}"].join("\n")
};
THREE.PassThroughShader = { uniforms: { tDiffuse: { value: null } }, vertexShader: ["varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);", "}"].join("\n"), fragmentShader: ["uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", "gl_FragColor = texture2D(tDiffuse, vec2(vUv.x, vUv.y));", "}"].join("\n")
};
var getImageTexture = function getImageTexture(image) { var density = arguments.length <= 1 || arguments[1] === undefined ? 1 : arguments[1]; var canvas = document.createElement('canvas'); var ctx = canvas.getContext('2d'); var width = image.width; var height = image.height; canvas.setAttribute('width', width * density); canvas.setAttribute('height', height * density); canvas.style.width = width + "px"; canvas.style.height = height + "px"; ctx.drawImage(image, 0, 0, width * density, height * density); return canvas;
};
var width = 1280;
var height = 720;
var lightColor = 0x0099ff;
var DEFAULT_LAYER = 0;
var OCCLUSION_LAYER = 1;
var renderScale = .25;
var gui = new dat.GUI();
var clock = new THREE.Clock();
var composer = undefined, filmPass = undefined, badTVPass = undefined, bloomPass = undefined, occlusionComposer = undefined, itemMesh = undefined, occMesh = undefined, occRenderTarget = undefined, lightSource = undefined, vlShaderUniforms = undefined;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
var renderer = new THREE.WebGLRenderer({ antialias: false
});
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
function setupScene() { lightSource = new THREE.Object3D(); lightSource.position.x = 0; lightSource.position.y = -15; lightSource.position.z = -15; var itemGeo = new THREE.PlaneGeometry(9, 2.1); var itemMaterial = new THREE.MeshBasicMaterial({ transparent: true, opacity: 0.7 }); var img = new Image(); img.src = 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/13307/blaster.png'; img.crossOrigin = 'Anonymous'; img.onload = function () { var itemTexture = new THREE.Texture(getImageTexture(img), null, THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, null, THREE.LinearFilter); itemTexture.needsUpdate = true; itemMaterial.map = itemTexture; itemMesh = new THREE.Mesh(itemGeo, itemMaterial); scene.add(itemMesh); var occItemMaterial = new THREE.MeshBasicMaterial({ color: lightColor }); occItemMaterial.map = itemTexture; occMesh = new THREE.Mesh(itemGeo, occItemMaterial); occMesh.layers.set(OCCLUSION_LAYER); scene.add(occMesh); }; camera.position.z = 4.5;
}
function setupPostprocessing() { occRenderTarget = new THREE.WebGLRenderTarget(width * renderScale, height * renderScale); // Blur passes var hBlur = new THREE.ShaderPass(THREE.HorizontalBlurShader); var vBlur = new THREE.ShaderPass(THREE.VerticalBlurShader); var bluriness = 7; hBlur.uniforms.h.value = bluriness / width; vBlur.uniforms.v.value = bluriness / height; // Bad TV Pass badTVPass = new THREE.ShaderPass(THREE.BadTVShader); badTVPass.uniforms.distortion.value = 1.9; badTVPass.uniforms.distortion2.value = 1.2; badTVPass.uniforms.speed.value = 0.1; badTVPass.uniforms.rollSpeed.value = 0; // Volumetric Light Pass var vlPass = new THREE.ShaderPass(THREE.VolumetericLightShader); vlShaderUniforms = vlPass.uniforms; vlPass.needsSwap = false; // Occlusion Composer occlusionComposer = new THREE.EffectComposer(renderer, occRenderTarget); occlusionComposer.addPass(new THREE.RenderPass(scene, camera)); occlusionComposer.addPass(hBlur); occlusionComposer.addPass(vBlur); occlusionComposer.addPass(hBlur); occlusionComposer.addPass(vBlur); occlusionComposer.addPass(hBlur); occlusionComposer.addPass(badTVPass); occlusionComposer.addPass(vlPass); // Bloom pass bloomPass = new THREE.UnrealBloomPass(width / height, 0.5, .8, .3); // Film pass filmPass = new THREE.ShaderPass(THREE.FilmShader); filmPass.uniforms.sCount.value = 1200; filmPass.uniforms.grayscale.value = false; filmPass.uniforms.sIntensity.value = 1.5; filmPass.uniforms.nIntensity.value = 0.2; // Blend occRenderTarget into main render target var blendPass = new THREE.ShaderPass(THREE.AdditiveBlendingShader); blendPass.uniforms.tAdd.value = occRenderTarget.texture; blendPass.renderToScreen = true; // Main Composer composer = new THREE.EffectComposer(renderer); composer.addPass(new THREE.RenderPass(scene, camera)); composer.addPass(bloomPass); composer.addPass(badTVPass); composer.addPass(filmPass); composer.addPass(blendPass);
}
function onFrame() { requestAnimationFrame(onFrame); update(); render();
}
function update() { var timeDelta = clock.getDelta(); var elapsed = clock.getElapsedTime(); filmPass.uniforms.time.value += timeDelta; badTVPass.uniforms.time.value += 0.01; if (itemMesh) { itemMesh.rotation.y = Math.sin(elapsed / 2) / 15; itemMesh.rotation.z = Math.cos(elapsed / 2) / 50; occMesh.rotation.copy(itemMesh.rotation); }
}
function render() { camera.layers.set(OCCLUSION_LAYER); //renderer.setClearColor(0x000000); occlusionComposer.render(); camera.layers.set(DEFAULT_LAYER); //renderer.setClearColor(0x000000); composer.render();
}
function setupGUI() { var folder = undefined, min = undefined, max = undefined, step = undefined, updateShaderLight = function updateShaderLight() { var p = lightSource.position.clone(), vector = p.project(camera), x = (vector.x + 1) / 2, y = (vector.y + 1) / 2; vlShaderUniforms.lightPosition.value.set(x, y); }; updateShaderLight(); // Bloom Controls folder = gui.addFolder('Bloom'); folder.add(bloomPass, 'radius').min(0).max(10).name('Radius'); folder.add(bloomPass, 'threshold').min(0).max(1).name('Threshold'); folder.add(bloomPass, 'strength').min(0).max(10).name('Strength'); folder.open(); // Bad TV Controls folder = gui.addFolder('TV'); folder.add(badTVPass.uniforms.distortion, 'value').min(0).max(10).name('Distortion 1'); folder.add(badTVPass.uniforms.distortion2, 'value').min(0).max(10).name('Distortion 2'); folder.add(badTVPass.uniforms.speed, 'value').min(0).max(1).name('Speed'); folder.add(badTVPass.uniforms.rollSpeed, 'value').min(0).max(10).name('Roll Speed'); folder.open(); // Light Controls folder = gui.addFolder('Light Position'); folder.add(lightSource.position, 'x').min(-50).max(50).onChange(updateShaderLight); folder.add(lightSource.position, 'y').min(-50).max(50).onChange(updateShaderLight); folder.add(lightSource.position, 'z').min(-50).max(50).onChange(updateShaderLight); folder.open(); // Volumetric Light Controls folder = gui.addFolder('Volumeteric Light Shader'); folder.add(vlShaderUniforms.exposure, 'value').min(0).max(1).name('Exposure'); folder.add(vlShaderUniforms.decay, 'value').min(0).max(1).name('Decay'); folder.add(vlShaderUniforms.density, 'value').min(0).max(10).name('Density'); folder.add(vlShaderUniforms.weight, 'value').min(0).max(1).name('Weight'); folder.add(vlShaderUniforms.samples, 'value').min(1).max(100).name('Samples'); folder.open();
}
function addRenderTargetImage() { var material = new THREE.ShaderMaterial(THREE.PassThroughShader); material.uniforms.tDiffuse.value = occRenderTarget.texture; var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), material); composer.passes[1].scene.add(mesh); mesh.visible = false; var folder = gui.addFolder('Light Pass Render Image'); folder.add(mesh, 'visible'); folder.open();
}
setupScene();
setupPostprocessing();
onFrame();
setupGUI();
addRenderTargetImage();
Holographic Projection - Script Codes
Holographic Projection - Script Codes
Home Page Home
Developer Peter Hrynkow
Username peterhry
Uploaded September 14, 2022
Rating 3
Size 7,177 Kb
Views 38,456
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Peter Hrynkow (peterhry) Script Codes
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