ソースを参照

use Scene.onBeforeRender and .onAfterRender

Yannis Gravezas 7 年 前
コミット
86d299d368
2 ファイル変更347 行追加0 行削除
  1. 343 0
      examples/webgl_tiled_forward.html
  2. 4 0
      src/renderers/WebGLRenderer.js

+ 343 - 0
examples/webgl_tiled_forward.html

@@ -0,0 +1,343 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - tiled forward lighting</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #101010;
+				color: #fff;
+				margin: 0px;
+				overflow: hidden;
+			}
+			a {
+				color: #f00;
+			}
+
+			#info {
+				position: absolute;
+				left: 0;
+				top: 0px; width: 100%;
+				padding: 5px;
+				display: inline-block;
+				text-align:center;
+			}
+		</style>
+	</head>
+	<body>
+		<div id="info">
+			<a href="http://threejs.org" target="_blank" rel="noopener">threejs</a> - Tiled forward lighting<br/>
+			Created by <a href="https://github.com/wizgrav" target="_blank" rel="noopener">wizgrav</a>.
+		</div>
+		<script src="../build/three.js"></script>
+		<script src="js/controls/OrbitControls.js"></script>
+		<script src="js/postprocessing/EffectComposer.js"></script>
+		<script src="js/postprocessing/RenderPass.js"></script>
+		<script src="js/postprocessing/MaskPass.js"></script>
+		<script src="js/postprocessing/ShaderPass.js"></script>
+		<script src="js/shaders/CopyShader.js"></script>
+		<script src="js/shaders/ConvolutionShader.js"></script>
+		<script src="js/shaders/LuminosityHighPassShader.js"></script>
+		<script src="js/postprocessing/UnrealBloomPass.js"></script>
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script>
+		
+		// Simple form of tiled forward lighting 
+		// using texels as bitmasks of 32 lights
+
+		var RADIUS = 75;
+
+		THREE.ShaderChunk["lights_pars"] += [
+			"#if defined TILED_FORWARD",
+			"uniform vec4 tileData;",
+			"uniform sampler2D tileTexture;",
+			"uniform sampler2D lightTexture;",
+			"#endif"
+		].join("\n");
+
+		THREE.ShaderChunk["lights_template"] += [
+			"",
+			"#if defined TILED_FORWARD",
+			"vec2 tUv = floor(gl_FragCoord.xy / tileData.xy * 32.) / 32. + tileData.zw;",
+			"vec4 tile = texture2D(tileTexture, tUv);",
+			"for (int i=0; i < 4; i++) {",
+			"	float tileVal = tile.x * 255.;",	
+			"  	tile.xyzw = tile.yzwx;",
+			"	if(tileVal == 0.){ continue; }",
+			"  	float tileDiv = 128.;",
+			"	for (int j=0; j < 8; j++) {",
+			"  		if (tileVal < tileDiv) {  tileDiv *= 0.5; continue; }",
+			"		tileVal -= tileDiv;",
+			"		tileDiv *= 0.5;",
+			"  		PointLight pointlight;",
+			"		float uvx = (float(8 * i + j) + 0.5) / 32.;",
+			"  		vec4 lightData = texture2D(lightTexture, vec2(uvx, 0.));",
+			"  		vec4 lightColor = texture2D(lightTexture, vec2(uvx, 1.));",
+			"  		pointlight.position = lightData.xyz;",
+			"  		pointlight.distance = lightData.w;",
+			"  		pointlight.color = lightColor.rgb;",
+			"  		pointlight.decay = lightColor.a;",
+			"  		getPointDirectLightIrradiance( pointlight, geometry, directLight );",
+			"		RE_Direct( directLight, geometry, material, reflectedLight );",
+			"	}",
+			"}",
+			"#endif"
+		].join("\n");
+
+		var lights = [], objects = [];
+
+		var State = {
+			rows:0,
+			cols:0,
+			width: 0,
+			height: 0,
+			tileData : { type: "v4", value: null },
+			tileTexture: { type: "t", value: null },
+			lightTexture: {
+				type: "t", 
+				value: new THREE.DataTexture(new Float32Array(32 * 2 * 4), 32, 2, THREE.RGBAFormat, THREE.FloatType)
+			},
+		};
+
+		function resizeTiles() {
+			var width = window.innerWidth;
+			var height = window.innerHeight;
+			
+			State.width = width;
+			State.height = height;
+			State.cols = Math.ceil(width / 32);
+			State.rows = Math.ceil(height / 32);
+			State.tileData.value = [ width, height, 0.5 / Math.ceil( width / 32), 0.5 / Math.ceil( height / 32) ];
+			State.tileTexture.value = new THREE.DataTexture( new Uint8Array(State.cols * State.rows * 4), State.cols, State.rows);
+		}
+
+		// Generate the light bitmasks and store them in the tile texture
+		function tileLights(renderer, scene, camera) {
+			if(!camera.projectionMatrix) return;
+			
+			var d = State.tileTexture.value.image.data;
+			var ld = State.lightTexture.value.image.data;
+			
+			var viewMatrix = camera.matrixWorldInverse;
+			
+			d.fill(0);
+			
+			var vector = new THREE.Vector3();
+
+			lights.forEach(function (light, index) {
+
+				vector.setFromMatrixPosition( light.matrixWorld );
+				
+				var bs = lightBounds(camera, vector, light._light.radius);
+				
+				vector.applyMatrix4( viewMatrix );
+				vector.toArray(ld, 4 * index);
+				ld[4 * index + 3] = light._light.radius;
+				light._light.color.toArray(ld,32 * 4 + 4 * index);
+				ld[32 * 4 + 4 * index + 3] = light._light.decay;
+
+				if(bs[1] < 0 || bs[0] > State.width || bs[3] < 0 || bs[2] > State.height) return;
+				if(bs[0] < 0) bs[0] = 0;
+				if(bs[1] > State.width) bs[1] = State.width;
+				if(bs[2] < 0) bs[2] = 0;
+				if(bs[3] > State.height) bs[3] = State.height;
+				
+				var i4 = Math.floor(index / 8), i8 = 7 - (index % 8);
+				for (var i = Math.floor(bs[2] / 32); i <= Math.ceil(bs[3]/32); i++) {
+					for(var j = Math.floor(bs[0]/32); j <= Math.ceil(bs[1]/32); j++) {
+						d[(State.cols * i + j) * 4 + i4] |= 1 << i8;
+					}
+				}        
+			});
+
+			State.tileTexture.value.needsUpdate = true;
+			State.lightTexture.value.needsUpdate = true;
+		}
+
+		// Screen rectangle bounds from light sphere's world AABB
+		var lightBounds = function (){
+			v = new THREE.Vector3();
+			return function (camera, pos, r) {
+				var minX = State.width, maxX = 0, minY = State.height, maxY = 0, hw = State.width / 2, hh = State.height / 2;
+				for(var i = 0; i < 8; i++){
+					v.copy(pos);
+					v.x += i & 1 ? r : -r;
+					v.y += i & 2 ? r : -r;
+					v.z += i & 4 ? r : -r;
+					var vector = v.project(camera);
+					var x = (vector.x * hw) + hw;
+					var y = (vector.y * hh) + hh;
+					minX = Math.min(minX, x);
+					maxX = Math.max(maxX, x);
+					minY = Math.min(minY, y);
+					maxY = Math.max(maxY, y);
+				}	
+				return [minX, maxX, minY, maxY];
+			}
+		}();
+
+
+		// Rendering
+
+		var container = document.createElement( 'div' );
+		document.body.appendChild( container );
+		var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
+		camera.position.set( 0.0, 0.0, 240.0 );
+		var scene = new THREE.Scene();
+		scene.background = new THREE.Color( 0x111111 );
+
+		var renderer = new THREE.WebGLRenderer( { antialias: false } );
+		renderer.toneMapping = THREE.LinearToneMapping;
+		container.appendChild( renderer.domElement );
+		
+		var renderTarget = new THREE.WebGLRenderTarget();
+
+		scene.add( new THREE.AmbientLight( 0xffffff, 0.33 ) );
+		// At least one regular Pointlight is needed to activate light support 
+		scene.add(new THREE.PointLight( 0xff0000, 0.1, 0.1 ));
+		
+		var bloom = new THREE.UnrealBloomPass( new THREE.Vector2(), 0.8, 0.6, 0.8 );
+		bloom.renderToScreen = true;				
+
+		var stats = new Stats();
+		container.appendChild( stats.dom );
+
+		controls = new THREE.OrbitControls( camera, renderer.domElement );
+		controls.minDistance = 120;
+		controls.maxDistance = 320;
+			
+		var materials = [];
+
+		var Heads = [
+			{ type: "physical", uniforms: { diffuse: 0x888888, metalness: 1.0, roughness: 0.66}, defines: {} },
+			{ type: "standard", uniforms: { diffuse: 0x666666, metalness: 0.1, roughness: 0.33}, defines: {} },
+			{ type: "phong", uniforms: { diffuse: 0x777777, shininess: 20}, defines: {} },
+			{ type: "phong", uniforms: { diffuse: 0x555555, shininess: 10}, defines: { TOON: 1} }
+		];
+
+		function init (geom) {
+			var sphereGeom = new THREE.SphereBufferGeometry( 0.5, 32, 32 );
+			var tIndex = Math.round(Math.random() * 3);
+			Object.keys(Heads).forEach(function(t, index) {
+				var g = new THREE.Group();
+				var conf = Heads[t];
+				var ml = THREE.ShaderLib[conf.type];
+				var mtl = new THREE.ShaderMaterial({
+					lights: true,
+					fragmentShader: ml.fragmentShader,
+					vertexShader: ml.vertexShader,
+					uniforms: THREE.UniformsUtils.clone(ml.uniforms),
+					defines: conf.defines,
+					transparent: tIndex === index ? true : false,
+
+				});
+				mtl.uniforms.opacity.value = tIndex === index ? 0.9 : 1;
+				mtl.uniforms.tileData = State.tileData;
+				mtl.uniforms.tileTexture = State.tileTexture;
+				mtl.uniforms.lightTexture = State.lightTexture;
+				for( var u in conf.uniforms ) {
+					var vu = conf.uniforms[u];
+					if(mtl.uniforms[u].value.set) {
+						mtl.uniforms[u].value.set(vu);
+					} else {
+						mtl.uniforms[u].value = vu;
+					}
+				}
+				mtl.defines["TILED_FORWARD"] = 1;
+				materials.push(mtl);
+				var obj = new THREE.Mesh(geom, mtl);
+				mtl.side = tIndex === index ? THREE.FrontSide : THREE.DoubleSide;
+				
+				g.rotation.y = index * Math.PI / 2;
+				g.position.x = Math.sin(index * Math.PI / 2) * RADIUS;
+				g.position.z = Math.cos(index * Math.PI / 2) * RADIUS;
+				g.add(obj);
+
+				for(var i=0; i < 8; i++) {
+					var sat = Math.floor(33 + 33 * Math.random());
+					var chroma = Math.random() * 100; 
+					var l = new THREE.Group();
+
+					l.add(new THREE.Mesh(
+						sphereGeom, 
+						new THREE.MeshBasicMaterial( { color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)") } )
+					));
+					l.add(new THREE.Mesh(
+						sphereGeom, 
+						new THREE.MeshBasicMaterial( { 
+							color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)"), 
+							transparent: true,
+							opacity: 0.033
+						} )
+					));
+					l.children[1].scale.set(6.66,6.66,6.66);
+
+					l._light = {
+						color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)"),
+						radius: RADIUS,
+						decay: 1,
+						sy: Math.random(),
+						sr: Math.random(),
+						sc: Math.random() ,
+						py: Math.random() * Math.PI ,
+						pr: Math.random() * Math.PI ,
+						pc: Math.random() * Math.PI ,
+						dir: Math.random() > 0.5 ? 1:-1
+					};
+
+					lights.push(l);
+					g.add(l);
+				}
+				scene.add(g);
+			});
+		}
+
+		function update(now) {
+			lights.forEach(function (l) {
+				var ld = l._light;
+				var radius = 0.8 + 0.2 * Math.sin(ld.pr + (0.6 + 0.3 * ld.sr) * now);
+				l.position.x =(Math.sin(ld.pc + (0.8 + 0.2 * ld.sc) * now * ld.dir)) * radius * RADIUS;
+				l.position.z =(Math.cos(ld.pc + (0.8 + 0.2 * ld.sc) * now * ld.dir)) * radius * RADIUS;
+				l.position.y = Math.sin(ld.py + (0.8 + 0.2 * ld.sy) * now) * radius * 32;
+			});
+		}
+
+		function resize() {
+			renderer.setPixelRatio( window.devicePixelRatio );
+			renderer.setSize( window.innerWidth, window.innerHeight );
+			renderTarget.setSize( window.innerWidth, window.innerHeight );
+			bloom.setSize( window.innerWidth, window.innerHeight );
+			camera.aspect = window.innerWidth / window.innerHeight;
+			camera.updateProjectionMatrix();
+			resizeTiles();
+		}
+
+		function postEffect(renderer, camera, scene, renderTarget) {
+			bloom.render(renderer, null, renderTarget);
+		}
+
+		scene.onBeforeRender = tileLights;
+
+		scene.onAfterRender = postEffect;
+
+		var loader = new THREE.JSONLoader();
+
+		loader.load('./obj/walt/WaltHead_slim.js', function(geometry) {
+			window.addEventListener("resize", resize);
+			init(geometry);
+			resize();
+			
+			renderer.animate( function(time) {
+				update(time/1000);
+				stats.begin();
+				renderer.render(scene, camera, renderTarget); 
+				stats.end();
+			});
+		});
+		</script>
+	</body>
+</html>

+ 4 - 0
src/renderers/WebGLRenderer.js

@@ -1105,6 +1105,8 @@ function WebGLRenderer( parameters ) {
 
 		}
 
+		scene.onBeforeRender( _this, scene, camera, renderTarget );
+
 		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
 		_frustum.setFromMatrix( _projScreenMatrix );
 
@@ -1207,6 +1209,8 @@ function WebGLRenderer( parameters ) {
 
 		state.setPolygonOffset( false );
 
+		scene.onAfterRender( _this, scene, camera, renderTarget );
+
 		if ( vr.enabled ) {
 
 			vr.submitFrame();