|
@@ -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>
|