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- <!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>
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