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Merge remote-tracking branch 'remotes/MPanknin/dev' into deferred

alteredq 12 lat temu
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      examples/webgl_lights_deferred_pointlights.html

+ 555 - 0
examples/webgl_lights_deferred_pointlights.html

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+<!doctype html>
+<html>
+<head>
+    <meta charset="utf-8" />
+    <title>redPlant WebGL Deferred Rendering with Three.js</title>
+    <style>
+        body {
+            background-color: #000;
+            margin: 0px;
+            overflow: hidden;
+        }
+        #info {
+            position: absolute;
+            top: 0px; width: 100%;
+            color: #ffffff;
+            padding: 5px;
+            font-family: Monospace;
+            font-size: 13px;
+            text-align: center;
+        }
+        a {
+            color: #ff0080;
+            text-decoration: none;
+        }
+        a:hover {
+            color: #0080ff;
+        }
+    </style>
+</head>
+<body>
+<div id="info">
+    <a href="http://threejs.org" target="_blank">three.js</a> - deferred point lights WebGL demo by <a href="http://de.redplant.de" target=_blank>redPlant</a>.<br />
+    Walt Disney head by <a href="http://davidoreilly.com/post/18087489343/disneyhead" target="_blank">David OReilly</a><br>
+    Point Light attenuation formula by <a href="http://imdoingitwrong.wordpress.com/tag/glsl/" target=_blank>Tom Madams</a>
+</div>
+<div id="container">
+</div>
+</body>
+
+<script src="js/three/three.js"></script>
+<script src="js/three/Stats.js"></script>
+
+<script src="js/scripts/requestAnimationFrame.js"></script>
+<script src="js/scripts/ShaderExtras.js"></script>
+
+<script src="js/postprocessing/EffectComposer.js"></script>
+<script src="js/postprocessing/RenderPass.js"></script>
+<script src="js/postprocessing/ShaderPass.js"></script>
+<script src="js/postprocessing/MaskPass.js"></script>
+
+<script>
+var WIDTH = window.innerWidth;
+HEIGHT = window.innerHeight;
+var NEAR = 1.0, FAR = 250.0;
+var VIEW_ANGLE = 45;
+var ASPECT = WIDTH / HEIGHT;
+
+// core
+var renderer, camera, controls, stats, clock;
+
+// scenes and scene nodes
+var lightScene, lightNode, scene, sceneNode, emitterScene, emitterNode, quadScene, quadNode;
+// rendertargets
+var rtNormals, rtDepth, rtLightBuffer, rtEmitter;
+
+// composer
+var compNormals, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
+
+// materials
+var matNormal, matClipDepth, matBasic, matUnlit;
+
+var numLights = 0;
+var lights = new Array();
+
+// -----------------------
+// shader definitions
+// -----------------------
+var clipdepth_frag = ""+
+"varying vec4 clipPos;"+
+"void main() {"+
+"gl_FragColor = vec4(clipPos.z / clipPos.w, 1.0, 1.0, 1.0);"+
+"}";
+
+var clipdepth_vert = "" +
+"varying vec4 clipPos;"+
+
+"void main() {"+
+"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );"+
+"clipPos = gl_Position;"+
+"}";
+// -----------------------
+var normals_vert = "" +
+"varying vec3 normalView;"+
+
+"void main() {"+
+"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );"+
+"normalView = normalize(normalMatrix * normal);"+
+"}";
+var normals_frag = "" +
+"varying vec3 normalView;"+
+"void main() {"+
+"gl_FragColor = vec4(vec3(normalView * 0.5 + 0.5), 1.0);"+
+"}";
+// -----------------------
+var unlit_vert = "" +
+"varying vec4 clipPos;"+
+"void main() {"+
+"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );"+
+"clipPos = gl_Position;"+
+"}";
+
+var unlit_frag = "" +
+"varying vec4 clipPos;"+
+"uniform sampler2D samplerDepth;"+
+
+"uniform float viewHeight;"+
+"uniform float viewWidth;"+
+
+"uniform vec3 lightColor;" +
+
+"void main() {"+
+"vec2 texCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);"+
+"float z = texture2D(samplerDepth, texCoord).x;"+
+"vec4 color = vec4(lightColor, 1.0);"+
+"float depth = (clipPos.z/clipPos.w);"+
+"if(depth > z && z > 0.0) color.w = 0.0;"+
+"gl_FragColor = color;"+
+"}";
+// -----------------------
+var deferredlight_vert = "" +
+"varying vec3 lightView;" +
+"uniform vec3 lightPos;" +
+"uniform mat4 matView;" +
+"void main()" +
+"{" +
+"gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.),lightView=vec3(matView*vec4(lightPos,1.));" +
+"}"
+
+var deferredlight_frag = "" +
+"varying vec3 lightView;"+
+
+"uniform sampler2D samplerDepth;"+
+"uniform sampler2D samplerNormals;"+
+"uniform sampler2D samplerLightBuffer;"+
+
+"uniform float lightRadius;"+
+"uniform float lightIntensity;"+
+"uniform float viewHeight;"+
+"uniform float viewWidth;"+
+
+"uniform vec3 lightColor;"+
+
+"uniform mat4 matProjInverse;"+
+
+"void main()"+
+"{"+
+"vec2 texCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);"+
+"float z = texture2D(samplerDepth, texCoord).x;"+
+"if(z == 0.0)"+
+"{"+
+"gl_FragColor = vec4(vec3(0.0), 1.0);"+
+"return;"+
+"}"+
+"float x = texCoord.x * 2.0 - 1.0;"+
+"float y = texCoord.y * 2.0 - 1.0;"+
+
+"vec4 projectedPos = vec4(x, y, z, 1.0);"+
+
+"vec4 viewPos = matProjInverse * projectedPos;"+
+"viewPos.xyz /= viewPos.w;"+
+"viewPos.w = 1.0;"+
+
+"vec3 lightDir = lightView - viewPos.xyz;"+
+"float dist = length(lightDir);"+
+
+"float cutoff = 0.3;"+
+"float denom = dist/lightRadius + 1.0;"+
+"float attenuation = 1.0 / (denom*denom);"+
+"attenuation = (attenuation - cutoff) / (1.0 - cutoff);"+
+"attenuation = max(attenuation, 0.0);"+
+
+"vec3 normal = texture2D( samplerNormals, texCoord).xyz * 2.0 - 1.0;" +
+"float diffuse = max(dot(normal, normalize(lightDir)), 0.0);" +
+
+"vec4 color = vec4(0.0);"+
+"color.xyz = lightColor * lightIntensity;"+
+"color.w = attenuation;"+
+"gl_FragColor = color * diffuse;"+
+"}";
+var composite_vert = "" +
+"varying vec2 texCoord;"+
+"void main() {"+
+"vec4 pos = vec4(sign(position.xy),0.0,1.0);"+
+"texCoord=pos.xy*vec2(0.5,0.5)+0.5;"+
+"gl_Position = pos;"+
+"}";
+
+var composite_frag = "" +
+"varying vec2 texCoord;"+
+"uniform sampler2D samplerLightBuffer;" +
+"uniform sampler2D samplerEmitter;" +
+"uniform vec3 lightPos;" +
+
+"void main()" +
+"{" +
+"vec3 color = texture2D(samplerLightBuffer, texCoord).xyz;" +
+"vec3 emitter = texture2D(samplerEmitter, texCoord).xyz;"+
+"if(emitter != vec3(0.0)){"+
+"gl_FragColor = vec4(emitter, 1.0);" +
+"}"+
+"else{"+
+"gl_FragColor = vec4(color, 1.0);}" +
+"}"
+// -----------------------
+var normalShader = {
+    uniforms: {},
+    vertexShader: normals_vert,
+    fragmentShader: normals_frag
+};
+// -----------------------
+var clipDepthShader = {
+    uniforms: {},
+    vertexShader: clipdepth_vert,
+    fragmentShader: clipdepth_frag
+};
+// -----------------------
+var unlitShader = {
+    uniforms: {
+        samplerDepth: { type: "t", value: 0, texture: null },
+        viewWidth: { type: "f", value: WIDTH},
+        viewHeight: { type: "f", value: HEIGHT},
+        lightColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 )}
+    },
+    vertexShader: unlit_vert,
+    fragmentShader: unlit_frag
+};
+// -----------------------
+var lightShader = {
+    uniforms: {
+        samplerLightBuffer: { type: "t", value: 0, texture: null },
+        samplerNormals: { type: "t", value: 1, texture: null },
+        samplerDepth: { type: "t", value: 2, texture: null },
+        matView : { type: "m4", value: new THREE.Matrix4()},
+        matProjInverse : { type: "m4", value: new THREE.Matrix4()},
+        viewWidth: { type: "f", value: WIDTH},
+        viewHeight: { type: "f", value: HEIGHT},
+        lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 )},
+        lightColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 )},
+        lightIntensity: { type: "f", value: 1.0},
+        lightRadius: { type: "f", value: 1.0}
+    },
+    vertexShader: deferredlight_vert,
+    fragmentShader: deferredlight_frag
+};
+
+// -----------------------
+var compositeShader = {
+    uniforms: {
+        samplerLightBuffer: { type: "t", value: 0, texture: null },
+        samplerEmitter: { type: "t", value: 1, texture: null }
+    },
+    vertexShader: composite_vert,
+    fragmentShader: composite_frag
+};
+// -----------------------------
+function bootstrap()
+{
+    renderer = new THREE.WebGLRenderer();
+    renderer.setSize(WIDTH, HEIGHT);
+    renderer.setClearColorHex(0x000000);
+
+    var container = document.getElementById( 'container' );
+    container.appendChild(renderer.domElement);
+
+    // scene camera and shadow camera
+    camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
+    camera.position.z = 150;
+
+    controls = new THREE.TrackballControls( camera, renderer.domElement );
+
+    // scene for walt's head model
+    scene = new THREE.Scene();
+    sceneNode = new THREE.Object3D();
+    scene.add(sceneNode);
+    scene.add(camera);
+
+    // scene for light proxy geometry
+    lightScene = new THREE.Scene();
+    lightNode = new THREE.Object3D();
+    lightScene.add(lightNode);
+
+    // scene for the coloured emitter spheres
+    emitterScene = new THREE.Scene();
+    emitterNode = new THREE.Object3D();
+    emitterScene.add(emitterNode);
+
+    // full screen quad for compositing
+    quadScene = new THREE.Scene();
+    quadNode = new THREE.Object3D();
+    quadScene.add(quadNode);
+    quadNode.add(new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 )));
+
+    // stats
+    stats = new Stats();
+    stats.domElement.style.position = 'absolute';
+    stats.domElement.style.top = '8px';
+    stats.domElement.style.zIndex = 100;
+    container.appendChild( stats.domElement );
+
+    // clock
+    clock = new THREE.Clock();
+}
+// -----------------------------
+function createRenderTargets(){
+    var rtParams = {minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter,
+                    format: THREE.RGBAFormat, type:THREE.FloatType};
+
+    // ----------------------------------------------------------
+    // g-buffer
+    // ----------------------------------------------------------
+    rtNormals = new THREE.WebGLRenderTarget( WIDTH, HEIGHT, rtParams );
+    rtDepth = new THREE.WebGLRenderTarget( WIDTH, HEIGHT, rtParams );
+
+    var passNormals = new THREE.RenderPass( scene, camera);
+    compNormals = new THREE.EffectComposer( renderer, rtNormals );
+    compNormals.addPass(passNormals );
+
+    var passDepth = new THREE.RenderPass( scene, camera);
+    compDepth = new THREE.EffectComposer( renderer, rtDepth );
+    compDepth.addPass( passDepth );
+
+    // ----------------------------------------------------------
+    // light emitter spheres
+    // ----------------------------------------------------------
+    var emitterPass = new THREE.RenderPass( emitterScene, camera);
+    rtEmitter = new THREE.WebGLRenderTarget( WIDTH, HEIGHT, rtParams );
+    compEmitter = new THREE.EffectComposer( renderer, rtEmitter);
+    compEmitter.addPass( emitterPass );
+
+    // ----------------------------------------------------------
+    // lighting pass
+    // ----------------------------------------------------------
+    rtLightBuffer = new THREE.WebGLRenderTarget( WIDTH, HEIGHT, rtParams );
+    rtLightBuffer.generateMipmaps = false;
+
+    var passLight = new THREE.RenderPass( lightScene, camera);
+    compLightBuffer = new THREE.EffectComposer( renderer, rtLightBuffer );
+    compLightBuffer.addPass(passLight);
+
+    lightShader.uniforms['samplerNormals'].texture = compNormals.renderTarget2;
+    lightShader.uniforms['samplerDepth'].texture = compDepth.renderTarget2;
+    lightShader.uniforms['samplerLightBuffer'].texture = rtLightBuffer;
+
+    for(var x = 0; x < numLights; x++){
+        // setup material
+        var matLight = new THREE.ShaderMaterial({
+            uniforms:       THREE.UniformsUtils.clone( lightShader.uniforms ),
+            vertexShader:   lightShader.vertexShader,
+            fragmentShader: lightShader.fragmentShader
+        });
+        matLight.blending = THREE.AdditiveBlending;
+        matLight.transparent = true;
+        matLight.depthWrite = false;
+        matLight.uniforms["lightPos"].value = lights[x].position;
+        matLight.uniforms["lightRadius"].value = lights[x].distance;
+        matLight.uniforms["lightIntensity"].value = lights[x].intensity;
+        matLight.uniforms["lightColor"].value = lights[x].color;
+
+        // setup proxy geometry for this light
+        var geomLight = new THREE.SphereGeometry(lights[x].distance, 10, 10);
+        var meshLight = new THREE.Mesh(geomLight, matLight);
+        lightNode.add(meshLight);
+
+        // create emitter sphere
+        var geomEmitter = new THREE.SphereGeometry(0.7, 7, 7);
+        var matEmitter = new THREE.ShaderMaterial({
+            uniforms:       THREE.UniformsUtils.clone( unlitShader.uniforms ),
+            vertexShader:   unlitShader.vertexShader,
+            fragmentShader: unlitShader.fragmentShader
+        });
+        var meshEmitter = new THREE.Mesh(geomEmitter, matEmitter);
+        meshEmitter.position = lights[x].position;
+        emitterNode.add(meshEmitter);
+
+        // add emitter to light node
+        meshLight.emitter = meshEmitter;
+    }
+    // ----------------------------------------------------------
+    // composite
+    // ----------------------------------------------------------
+    compositeShader.uniforms['samplerLightBuffer'].texture = compLightBuffer.renderTarget2;
+    compositeShader.uniforms['samplerEmitter'].texture = compEmitter.renderTarget2;
+
+    compositePass = new THREE.ShaderPass( compositeShader );
+    compositePass.needsSwap = true;
+    compositePass.renderToScreen = true;
+
+    compFinal = new THREE.EffectComposer( renderer, quadScene );
+    compFinal.addPass( compositePass );
+}
+// -----------------------------
+function initScene(geometry){
+    geometry.computeVertexNormals();
+
+    var meshHead = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial());
+    meshHead.position.y = -35;
+    sceneNode.add(meshHead);
+}
+// -----------------------------
+function initMaterials(){
+    //
+    matNormal = new THREE.ShaderMaterial({
+        uniforms:       normalShader.uniforms,
+        vertexShader:   normalShader.vertexShader,
+        fragmentShader: normalShader.fragmentShader
+    });
+
+    matClipDepth = new THREE.ShaderMaterial({
+        uniforms:       clipDepthShader.uniforms,
+        vertexShader:   clipDepthShader.vertexShader,
+        fragmentShader: clipDepthShader.fragmentShader
+    });
+}
+// -----------------------------
+function initLights(){
+    var tmp = new THREE.PointLight();
+    tmp.color = new THREE.Vector3( 0.0, 0.0, 1.0);
+    tmp.intensity = 1.0;
+    tmp.distance = 50;
+    lights[0] = tmp;
+
+    var tmp = new THREE.PointLight();
+    tmp.color = new THREE.Vector3( 0.0, 1.0, 0.0);
+    tmp.intensity = 1.0;
+    tmp.distance = 50;
+    lights[1] = tmp;
+
+    var tmp = new THREE.PointLight();
+    tmp.color = new THREE.Vector3( 1.0, 0.0, 0.0);
+    tmp.intensity = 1.0;
+    tmp.distance = 50;
+    lights[2] = tmp;
+
+    var tmp = new THREE.PointLight();
+    tmp.color = new THREE.Vector3( 0.0, 1.0, 1.0);
+    tmp.intensity = 1.0;
+    tmp.distance = 50;
+    lights[3] = tmp;
+
+    numLights = 4;
+}
+// -----------------------------
+function animate()
+{
+    requestAnimFrame(animate);
+    controls.update();
+    stats.update();
+    render();
+}
+// -----------------------------
+function render()
+{
+    // -----------------------------
+    // g-buffer depth
+    for(var idx in sceneNode.children)
+    {
+        var tmp = sceneNode.children[idx];
+        tmp.material = matClipDepth;
+    }
+    compDepth.render();
+    // -----------------------------
+    // g-buffer normals
+    for(var idx in sceneNode.children)
+    {
+        var tmp = sceneNode.children[idx];
+        tmp.material = matNormal;
+    }
+    compNormals.render();
+
+    // -----------------------------
+    // emitter pass
+    for(var idx in lightNode.children)
+    {
+        var light = lightNode.children[idx];
+        var color = light.material.uniforms["lightColor"].value;
+        var emitter = light.emitter;
+        emitter.material.uniforms['samplerDepth'].texture = compDepth.renderTarget2;
+        emitter.material.uniforms["lightColor"].value = color;
+    }
+    compEmitter.render();
+
+    // -----------------------------
+    // light pass
+    for(var idx in lightNode.children)
+    {
+        camera.projectionMatrixInverse.getInverse(camera.projectionMatrix);
+        lightNode.children[idx].material.uniforms["matProjInverse"].value = camera.projectionMatrixInverse;
+        lightNode.children[idx].material.uniforms["matView"].value = camera.matrixWorldInverse;
+    }
+
+    var time = Date.now() * 0.0005;
+    // update lights
+    var lightPosition = lightNode.children[0].material.uniforms["lightPos"].value;
+    lightPosition.x = Math.sin( time * 0.7 ) * 30;
+    lightPosition.y = Math.cos( time * 0.5 ) * 40;
+    lightPosition.z = Math.cos( time * 0.3 ) * 30;
+    lightNode.children[0].emitter.position = lightPosition;
+
+    lightPosition = lightNode.children[1].material.uniforms["lightPos"].value;
+    lightPosition.x = Math.sin( time * 0.5 ) * 30;
+    lightPosition.y = Math.cos( time * 0.5 ) * 40;
+    lightPosition.z = Math.cos( time * 0.7 ) * 30;
+    lightNode.children[1].emitter.position = lightPosition;
+
+    lightPosition = lightNode.children[2].material.uniforms["lightPos"].value;
+    lightPosition.x = Math.sin( time * 0.7 ) * 30;
+    lightPosition.y = Math.cos( time * 0.3 ) * 40;
+    lightPosition.z = Math.cos( time * 0.5 ) * 30;
+    lightNode.children[2].emitter.position = lightPosition;
+
+    lightPosition = lightNode.children[3].material.uniforms["lightPos"].value;
+    lightPosition.x = Math.sin( time * 0.3 ) * 30;
+    lightPosition.y = Math.cos( time * 0.7 ) * 40;
+    lightPosition.z = Math.cos( time * 0.5 ) * 30;
+    lightNode.children[3].emitter.position = lightPosition;
+
+    compLightBuffer.render();
+
+    // -----------------------------
+    // composite pass
+    compFinal.render();
+}
+
+// -----------------------------
+// entry point
+var binLoader = new THREE.BinaryLoader();
+binLoader.load( "assets/models/waltdisney.js", function(geometry) {
+    bootstrap();
+    initScene(geometry);
+    initMaterials();
+    initLights();
+    createRenderTargets();
+    animate();
+});
+
+</script>
+
+</html>
+
+
+
+
+
+
+