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