webgl_shaders_tonemapping.html 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - adaptive tone-mapping</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:#000;
  10. color:#fff;
  11. padding:0;
  12. margin:0;
  13. overflow:hidden;
  14. font-family:georgia;
  15. text-align:center;
  16. }
  17. h1 { }
  18. a { color:skyblue; text-decoration:none }
  19. canvas { pointer-events:none; z-index:0; position:relative; }
  20. .label { background-color: black; position: absolute; z-index: 100; padding: 5px }
  21. </style>
  22. </head>
  23. <body>
  24. <div id="d">
  25. <div id="info">
  26. <a href="http://threejs.org" target="_blank">three.js</a> webgl demo :
  27. Earth diffuse and city lights by <a href="http://seanward.org" target="_blank">Sean Ward</a> :
  28. </div>
  29. <div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
  30. <div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
  31. <div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
  32. <div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
  33. <div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
  34. <div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
  35. </div>
  36. <script src="../build/three.js"></script>
  37. <script src="js/Detector.js"></script>
  38. <script src="js/libs/dat.gui.min.js"></script>
  39. <script src="js/shaders/CopyShader.js"></script>
  40. <script src="js/shaders/LuminosityShader.js"></script>
  41. <script src="js/shaders/ConvolutionShader.js"></script>
  42. <script src="js/shaders/ToneMapShader.js"></script>
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/postprocessing/RenderPass.js"></script>
  45. <script src="js/postprocessing/MaskPass.js"></script>
  46. <script src="js/postprocessing/ShaderPass.js"></script>
  47. <script src="js/postprocessing/BloomPass.js"></script>
  48. <script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
  49. <script src="js/controls/OrbitControls.js"></script>
  50. <script>
  51. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  52. var container;
  53. var bloomPass, adaptToneMappingPass;
  54. var params;
  55. var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
  56. var cameraCube, sceneCube;
  57. var cameraBG, debugScene;
  58. var adaptiveLuminanceMat, currentLuminanceRT, previousLuminanceMat;
  59. var directionalLight;
  60. var orbitControls;
  61. var windowHalfX = window.innerWidth / 2;
  62. var windowHalfY = window.innerHeight / 2;
  63. var windowThirdX = window.innerWidth / 3;
  64. var windowThirdY = window.innerHeight / 3;
  65. init();
  66. animate();
  67. function init() {
  68. params = {
  69. bloomAmount: 1.0,
  70. sunLight: 4.0,
  71. enabled: true,
  72. avgLuminance: 0.7,
  73. middleGrey: 0.04,
  74. maxLuminance: 16,
  75. adaptionRate: 2.0,
  76. };
  77. container = document.createElement( 'div' );
  78. document.body.appendChild( container );
  79. // CAMERAS
  80. camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
  81. camera.position.x = 700;
  82. camera.position.y = 400;
  83. camera.position.z = 800;
  84. cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
  85. cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
  86. cameraBG.position.z = 100;
  87. orbitControls = new THREE.OrbitControls(camera);
  88. orbitControls.autoRotate = true;
  89. orbitControls.autoRotateSpeed = 1;
  90. // SCENE
  91. scene = new THREE.Scene();
  92. sceneCube = new THREE.Scene();
  93. debugScene = new THREE.Scene();
  94. // LIGHTS
  95. var ambient = new THREE.AmbientLight( 0x050505 );
  96. scene.add( ambient );
  97. directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
  98. directionalLight.position.set( 2, 0, 10 ).normalize();
  99. scene.add( directionalLight );
  100. var atmoShader = {
  101. side: THREE.BackSide,
  102. // blending: THREE.AdditiveBlending,
  103. transparent: true,
  104. lights: true,
  105. uniforms: THREE.UniformsUtils.merge( [
  106. THREE.UniformsLib[ "common" ],
  107. THREE.UniformsLib[ "lights" ],
  108. ] ),
  109. vertexShader: [
  110. "varying vec3 vViewPosition;",
  111. "varying vec3 vNormal;",
  112. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  113. "void main() {",
  114. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  115. " vNormal = normalize( transformedNormal );",
  116. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  117. "vViewPosition = -mvPosition.xyz;",
  118. "gl_Position = projectionMatrix * mvPosition;",
  119. "}"
  120. ].join("\n"),
  121. fragmentShader: [
  122. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  123. "void main() {",
  124. "vec3 normal = normalize( -vNormal );",
  125. "vec3 viewPosition = normalize( vViewPosition );",
  126. "#if MAX_DIR_LIGHTS > 0",
  127. "vec3 dirDiffuse = vec3( 0.0 );",
  128. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  129. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  130. "vec3 dirVector = normalize( lDirection.xyz );",
  131. "float dotProduct = dot( viewPosition, dirVector );",
  132. "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
  133. "dotProduct *= dotProduct;",
  134. "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLightColor[ i ];",
  135. "}",
  136. "#endif",
  137. //Fade out atmosphere at edge
  138. "float viewDot = abs(dot( normal, viewPosition ));",
  139. "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
  140. "vec3 colour = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
  141. "gl_FragColor = vec4( colour, viewDot );",
  142. "}"
  143. ].join("\n"),
  144. };
  145. var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
  146. var earthMat = new THREE.MeshPhongMaterial( {
  147. color: 0xffffff,
  148. shininess: 200
  149. } );
  150. var earthDiffuse = THREE.ImageUtils.loadTexture( 'textures/planets/earth_atmos_4096.jpg', undefined, function( tex ) {
  151. earthMat.map = tex;
  152. earthMat.needsUpdate = true;
  153. } );
  154. var earthSpecular = THREE.ImageUtils.loadTexture( 'textures/planets/earth_specular_2048.jpg', undefined, function( tex ) {
  155. earthMat.specularMap = tex;
  156. earthMat.needsUpdate = true;
  157. } );
  158. // var earthNormal = THREE.ImageUtils.loadTexture( 'textures/planets/earth-new-normal-2048.jpg', undefined, function( tex ) {
  159. // earthMat.normalMap = tex;
  160. // earthMat.needsUpdate = true;
  161. // } );
  162. var earthLightsMat = new THREE.MeshBasicMaterial( {
  163. color: 0xffffff,
  164. blending: THREE.AdditiveBlending,
  165. transparent: true,
  166. depthTest: false
  167. } );
  168. var earthLights = THREE.ImageUtils.loadTexture( 'textures/planets/earth_lights_2048.png', undefined, function( tex ) {
  169. earthLightsMat.map = tex;
  170. earthLightsMat.needsUpdate = true;
  171. } );
  172. var earthCloudsMat = new THREE.MeshLambertMaterial( {
  173. color: 0xffffff,
  174. blending: THREE.NormalBlending,
  175. transparent: true,
  176. depthTest: false
  177. } );
  178. var earthClouds = THREE.ImageUtils.loadTexture( 'textures/planets/earth_clouds_2048.png', undefined, function( tex ) {
  179. earthCloudsMat.map = tex;
  180. earthCloudsMat.needsUpdate = true;
  181. } );
  182. var earthGeo = new THREE.SphereGeometry( 600, 24, 24 );
  183. var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
  184. scene.add( sphereMesh );
  185. var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
  186. scene.add( sphereLightsMesh );
  187. var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
  188. scene.add( sphereCloudsMesh );
  189. var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
  190. sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
  191. scene.add( sphereAtmoMesh );
  192. var vBGShader = [
  193. // "attribute vec2 uv;",
  194. "varying vec2 vUv;",
  195. "void main() {",
  196. "vUv = uv;",
  197. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  198. "}"
  199. ].join("\n");
  200. var pBGShader = [
  201. "uniform sampler2D map;",
  202. "varying vec2 vUv;",
  203. "void main() {",
  204. "vec2 sampleUV = vUv;",
  205. "vec4 colour = texture2D( map, sampleUV, 0.0 );",
  206. "gl_FragColor = vec4( colour.xyz, 1.0 );",
  207. "}"
  208. ].join("\n");
  209. // Skybox
  210. adaptiveLuminanceMat = new THREE.ShaderMaterial( {
  211. uniforms: {
  212. map: { type: 't', value: null }
  213. },
  214. vertexShader: vBGShader,
  215. fragmentShader: pBGShader,
  216. depthTest: false,
  217. // color: 0xffffff
  218. blending: THREE.NoBlending
  219. } );
  220. currentLuminanceMat = new THREE.ShaderMaterial( {
  221. uniforms: {
  222. map: { type: 't', value: null }
  223. },
  224. vertexShader: vBGShader,
  225. fragmentShader: pBGShader,
  226. depthTest: false,
  227. // color: 0xffffff
  228. // blending: THREE.NoBlending
  229. } );
  230. var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
  231. quadBG.position.z = -500;
  232. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
  233. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  234. debugScene.add( quadBG );
  235. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
  236. quadBG.position.z = -500;
  237. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
  238. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  239. debugScene.add( quadBG );
  240. var r = "textures/cube/MilkyWay/";
  241. var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
  242. r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
  243. r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
  244. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  245. textureCube.format = THREE.RGBFormat;
  246. var skyboxShader = THREE.ShaderLib[ "cube" ];
  247. skyboxShader.uniforms[ "tCube" ].value = textureCube;
  248. var skyboxMaterial = new THREE.ShaderMaterial( {
  249. fragmentShader: skyboxShader.fragmentShader,
  250. vertexShader: skyboxShader.vertexShader,
  251. uniforms: skyboxShader.uniforms,
  252. depthWrite: false,
  253. side: THREE.BackSide
  254. } ),
  255. mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial );
  256. sceneCube.add( mesh );
  257. renderer = new THREE.WebGLRenderer();
  258. renderer.setPixelRatio( window.devicePixelRatio );
  259. renderer.setSize( window.innerWidth, window.innerHeight );
  260. renderer.setFaceCulling( THREE.CullFaceNone );
  261. renderer.autoClear = false;
  262. renderer.gammaInput = true;
  263. renderer.gammaOutput = false;
  264. container.appendChild( renderer.domElement );
  265. var extensions = new THREE.WebGLExtensions( renderer.getContext() );
  266. // var width = window.innerWidth || 1;
  267. var height = window.innerHeight || 1;
  268. var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  269. var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  270. ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
  271. if ( extensions.get('OES_texture_half_float_linear') ) {
  272. parameters.type = THREE.FloatType;
  273. }
  274. var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  275. dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  276. dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
  277. hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  278. var debugPass = new THREE.RenderPass( debugScene, cameraBG );
  279. debugPass.clear = false;
  280. var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
  281. var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
  282. scenePass.clear = false;
  283. adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
  284. adaptToneMappingPass.needsSwap = true;
  285. ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  286. hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  287. bloomPass = new THREE.BloomPass();
  288. var copyPass = new THREE.ShaderPass( THREE.CopyShader );
  289. copyPass.renderToScreen = true;
  290. dynamicHdrEffectComposer.addPass( skyboxPass );
  291. dynamicHdrEffectComposer.addPass( scenePass );
  292. dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
  293. // dynamicHdrEffectComposer.addPass( debugPass );
  294. dynamicHdrEffectComposer.addPass( bloomPass );
  295. dynamicHdrEffectComposer.addPass( copyPass );
  296. hdrEffectComposer.addPass( skyboxPass );
  297. hdrEffectComposer.addPass( scenePass );
  298. hdrEffectComposer.addPass( hdrToneMappingPass );
  299. hdrEffectComposer.addPass( bloomPass );
  300. hdrEffectComposer.addPass( copyPass );
  301. ldrEffectComposer.addPass( skyboxPass );
  302. ldrEffectComposer.addPass( scenePass );
  303. ldrEffectComposer.addPass( ldrToneMappingPass );
  304. ldrEffectComposer.addPass( bloomPass );
  305. ldrEffectComposer.addPass( copyPass );
  306. // var gammaPass = new THREE.ShaderPass( GammaShader );
  307. // gammaPass.renderToScreen = true;
  308. // ldrEffectComposer.addPass( gammaPass );
  309. var gui = new dat.GUI();
  310. // dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
  311. var sceneGui = gui.addFolder( 'Scenes' );
  312. var toneMappingGui = gui.addFolder( 'ToneMapping' );
  313. var adaptiveToneMappingGui = gui.addFolder( 'AdaptiveOnly' );
  314. sceneGui.add( params, 'bloomAmount', 0.0, 10.0 );
  315. sceneGui.add( params, 'sunLight', 0.1, 12.0 );
  316. toneMappingGui.add( params, 'enabled' );
  317. toneMappingGui.add( params, 'middleGrey', 0, 12 );
  318. toneMappingGui.add( params, 'avgLuminance', 0.001, 2.0 );
  319. toneMappingGui.add( params, 'maxLuminance', 1, 30 );
  320. adaptiveToneMappingGui.add( params, 'adaptionRate', 0.0, 10.0 );
  321. gui.open();
  322. window.addEventListener( 'resize', onWindowResize, false );
  323. }
  324. function onWindowResize() {
  325. windowHalfX = window.innerWidth / 2;
  326. windowHalfY = window.innerHeight / 2;
  327. windowThirdX = window.innerWidth / 3;
  328. windowThirdY = window.innerHeight / 3;
  329. camera.aspect = windowThirdX / window.innerHeight;
  330. camera.updateProjectionMatrix();
  331. cameraCube.aspect = windowThirdX / window.innerHeight;
  332. cameraCube.updateProjectionMatrix();
  333. renderer.setSize( window.innerWidth, window.innerHeight );
  334. }
  335. function animate() {
  336. requestAnimationFrame( animate );
  337. if ( bloomPass ) {
  338. bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
  339. }
  340. if ( adaptToneMappingPass ) {
  341. adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
  342. adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
  343. currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
  344. if ( adaptToneMappingPass.setAverageLuminance ) {
  345. adaptToneMappingPass.setAverageLuminance( params.avgLuminance );
  346. }
  347. adaptToneMappingPass.enabled = params.enabled;
  348. adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
  349. adaptToneMappingPass.setMiddleGrey( params.middleGrey );
  350. hdrToneMappingPass.enabled = params.enabled;
  351. hdrToneMappingPass.setMaxLuminance( params.maxLuminance );
  352. hdrToneMappingPass.setMiddleGrey( params.middleGrey );
  353. ldrToneMappingPass.enabled = params.enabled;
  354. ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
  355. ldrToneMappingPass.setMiddleGrey( params.middleGrey );
  356. }
  357. directionalLight.intensity = params.sunLight;
  358. orbitControls.update();
  359. render();
  360. }
  361. function render() {
  362. camera.lookAt( scene.position );
  363. cameraCube.rotation.copy( camera.rotation );
  364. renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
  365. ldrEffectComposer.render( 0.017 );
  366. renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
  367. hdrEffectComposer.render( 0.017 );
  368. renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
  369. dynamicHdrEffectComposer.render( 0.017 );
  370. }
  371. </script>
  372. </body>
  373. </html>