webgl_postprocessing_godrays.html 12 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - godrays</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. text-align:center;
  15. font-weight: bold;
  16. text-align:center;
  17. }
  18. a {
  19. color:#0078ff;
  20. }
  21. #info {
  22. color:#fff;
  23. position: absolute;
  24. top: 0px; width: 100%;
  25. padding: 5px;
  26. z-index:100;
  27. }
  28. #stats { position: absolute; top:0; left: 0 }
  29. #stats #fps { background: transparent !important }
  30. #stats #fps #fpsText { color: #888 !important }
  31. #stats #fps #fpsGraph { display: none }
  32. </style>
  33. </head>
  34. <body>
  35. <script src="../build/three.min.js"></script>
  36. <script src="js/loaders/OBJLoader.js"></script>
  37. <script src="js/ShaderGodRays.js"></script>
  38. <script src="js/Detector.js"></script>
  39. <script src="js/libs/stats.min.js"></script>
  40. <div id="info">
  41. <a href="http://threejs.org" target="_blank">three.js</a> - webgl god-rays example - tree by <a href="http://www.turbosquid.com/3d-models/free-tree-3d-model/592617" target="_blank">stanloshka</a>
  42. </div>
  43. <script>
  44. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  45. var container, stats;
  46. var camera, scene, renderer, materialDepth;
  47. var sphereMesh;
  48. var sunPosition = new THREE.Vector3( 0, 1000, -1000 );
  49. var screenSpacePosition = new THREE.Vector3();
  50. var mouseX = 0, mouseY = 0;
  51. var windowHalfX = window.innerWidth / 2;
  52. var windowHalfY = window.innerHeight / 2;
  53. var postprocessing = { enabled : true };
  54. var orbitRadius = 200;
  55. var bgColor = 0x000511;
  56. var sunColor = 0xffee00;
  57. init();
  58. animate();
  59. function init() {
  60. container = document.createElement( 'div' );
  61. document.body.appendChild( container );
  62. //
  63. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  64. camera.position.z = 200;
  65. scene = new THREE.Scene();
  66. //
  67. materialDepth = new THREE.MeshDepthMaterial();
  68. var materialScene = new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading } );
  69. // tree
  70. var loader = new THREE.OBJLoader();
  71. loader.load( "models/obj/tree.obj", function ( object ) {
  72. object.material = materialScene;
  73. object.position.set( 0, -150, -150 );
  74. object.scale.multiplyScalar( 400 );
  75. scene.add( object );
  76. } );
  77. // sphere
  78. var geo = new THREE.SphereGeometry( 1, 20, 10 );
  79. sphereMesh = new THREE.Mesh( geo, materialScene );
  80. sphereMesh.scale.multiplyScalar( 20 );
  81. scene.add( sphereMesh );
  82. //
  83. renderer = new THREE.WebGLRenderer( { antialias: false } );
  84. renderer.setClearColor( bgColor );
  85. renderer.setPixelRatio( window.devicePixelRatio );
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. container.appendChild( renderer.domElement );
  88. renderer.autoClear = false;
  89. renderer.sortObjects = false;
  90. //
  91. stats = new Stats();
  92. container.appendChild( stats.domElement );
  93. //
  94. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  95. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  96. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  97. //
  98. initPostprocessing();
  99. }
  100. //
  101. function onDocumentMouseMove( event ) {
  102. mouseX = event.clientX - windowHalfX;
  103. mouseY = event.clientY - windowHalfY;
  104. }
  105. function onDocumentTouchStart( event ) {
  106. if ( event.touches.length === 1 ) {
  107. event.preventDefault();
  108. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  109. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  110. }
  111. }
  112. function onDocumentTouchMove( event ) {
  113. if ( event.touches.length === 1 ) {
  114. event.preventDefault();
  115. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  116. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  117. }
  118. }
  119. //
  120. function initPostprocessing() {
  121. postprocessing.scene = new THREE.Scene();
  122. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  123. postprocessing.camera.position.z = 100;
  124. postprocessing.scene.add( postprocessing.camera );
  125. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  126. postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  127. // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
  128. // investigate further for now.
  129. // pars.format = THREE.LuminanceFormat;
  130. // I would have this quarter size and use it as one of the ping-pong render
  131. // targets but the aliasing causes some temporal flickering
  132. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  133. // Aggressive downsize god-ray ping-pong render targets to minimize cost
  134. var w = window.innerWidth / 4.0;
  135. var h = window.innerHeight / 4.0;
  136. postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( w, h, pars );
  137. postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( w, h, pars );
  138. // god-ray shaders
  139. var godraysGenShader = THREE.ShaderGodRays[ "godrays_generate" ];
  140. postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
  141. postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
  142. uniforms: postprocessing.godrayGenUniforms,
  143. vertexShader: godraysGenShader.vertexShader,
  144. fragmentShader: godraysGenShader.fragmentShader
  145. } );
  146. var godraysCombineShader = THREE.ShaderGodRays[ "godrays_combine" ];
  147. postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
  148. postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
  149. uniforms: postprocessing.godrayCombineUniforms,
  150. vertexShader: godraysCombineShader.vertexShader,
  151. fragmentShader: godraysCombineShader.fragmentShader
  152. } );
  153. var godraysFakeSunShader = THREE.ShaderGodRays[ "godrays_fake_sun" ];
  154. postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
  155. postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
  156. uniforms: postprocessing.godraysFakeSunUniforms,
  157. vertexShader: godraysFakeSunShader.vertexShader,
  158. fragmentShader: godraysFakeSunShader.fragmentShader
  159. } );
  160. postprocessing.godraysFakeSunUniforms.bgColor.value.setHex( bgColor );
  161. postprocessing.godraysFakeSunUniforms.sunColor.value.setHex( sunColor );
  162. postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
  163. postprocessing.quad = new THREE.Mesh(
  164. new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ),
  165. postprocessing.materialGodraysGenerate
  166. );
  167. postprocessing.quad.position.z = -9900;
  168. postprocessing.scene.add( postprocessing.quad );
  169. }
  170. function animate() {
  171. requestAnimationFrame( animate, renderer.domElement );
  172. render();
  173. stats.update();
  174. }
  175. function render() {
  176. var time = Date.now() / 4000;
  177. sphereMesh.position.x = orbitRadius * Math.cos( time );
  178. sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
  179. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  180. camera.position.y += ( - ( mouseY ) - camera.position.y ) * 0.036;
  181. camera.lookAt( scene.position );
  182. if ( postprocessing.enabled ) {
  183. // Find the screenspace position of the sun
  184. screenSpacePosition.copy( sunPosition ).project( camera );
  185. screenSpacePosition.x = ( screenSpacePosition.x + 1 ) / 2;
  186. screenSpacePosition.y = ( screenSpacePosition.y + 1 ) / 2;
  187. // Give it to the god-ray and sun shaders
  188. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  189. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  190. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  191. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  192. // -- Draw sky and sun --
  193. // Clear colors and depths, will clear to sky color
  194. renderer.clearTarget( postprocessing.rtTextureColors, true, true, false );
  195. // Sun render. Runs a shader that gives a brightness based on the screen
  196. // space distance to the sun. Not very efficient, so i make a scissor
  197. // rectangle around the suns position to avoid rendering surrounding pixels.
  198. var sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
  199. var sunsqW = 0.74 * window.innerHeight; // both depend on height because sun is aspect-corrected
  200. screenSpacePosition.x *= window.innerWidth;
  201. screenSpacePosition.y *= window.innerHeight;
  202. renderer.setScissor( screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH );
  203. renderer.enableScissorTest( true );
  204. postprocessing.godraysFakeSunUniforms[ "fAspect" ].value = window.innerWidth / window.innerHeight;
  205. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
  206. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureColors );
  207. renderer.enableScissorTest( false );
  208. // -- Draw scene objects --
  209. // Colors
  210. scene.overrideMaterial = null;
  211. renderer.render( scene, camera, postprocessing.rtTextureColors );
  212. // Depth
  213. scene.overrideMaterial = materialDepth;
  214. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  215. // -- Render god-rays --
  216. // Maximum length of god-rays (in texture space [0,1]X[0,1])
  217. var filterLen = 1.0;
  218. // Samples taken by filter
  219. var TAPS_PER_PASS = 6.0;
  220. // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
  221. // would start with a small filter support and grow to large. however
  222. // the large-to-small order produces less objectionable aliasing artifacts that
  223. // appear as a glimmer along the length of the beams
  224. // pass 1 - render into first ping-pong target
  225. var pass = 1.0;
  226. var stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  227. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  228. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureDepth;
  229. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
  230. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays2 );
  231. // pass 2 - render into second ping-pong target
  232. pass = 2.0;
  233. stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  234. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  235. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays2;
  236. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays1 );
  237. // pass 3 - 1st RT
  238. pass = 3.0;
  239. stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  240. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  241. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays1;
  242. renderer.render( postprocessing.scene, postprocessing.camera , postprocessing.rtTextureGodRays2 );
  243. // final pass - composite god-rays onto colors
  244. postprocessing.godrayCombineUniforms["tColors"].value = postprocessing.rtTextureColors;
  245. postprocessing.godrayCombineUniforms["tGodRays"].value = postprocessing.rtTextureGodRays2;
  246. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
  247. renderer.render( postprocessing.scene, postprocessing.camera );
  248. postprocessing.scene.overrideMaterial = null;
  249. } else {
  250. renderer.clear();
  251. renderer.render( scene, camera );
  252. }
  253. }
  254. </script>
  255. </body>
  256. </html>