webgl_shading_physical.html 14 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - physically based shading</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. color: #222;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #fff;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#000;
  20. position: relative;
  21. margin: 0 auto -2.1em;
  22. top: 0px;
  23. width: 550px;
  24. padding: 5px;
  25. z-index:100;
  26. }
  27. a { color: skyblue; }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl physically based shading testbed
  33. </div>
  34. <script src="../build/Three.js"></script>
  35. <script src="js/ShaderExtras.js"></script>
  36. <script src="js/postprocessing/EffectComposer.js"></script>
  37. <script src="js/postprocessing/RenderPass.js"></script>
  38. <script src="js/postprocessing/BloomPass.js"></script>
  39. <script src="js/postprocessing/ShaderPass.js"></script>
  40. <script src="js/postprocessing/MaskPass.js"></script>
  41. <script src="js/postprocessing/SavePass.js"></script>
  42. <script src="js/Detector.js"></script>
  43. <script src="js/Stats.js"></script>
  44. <script src="js/Tween.js"></script>
  45. <script>
  46. var MARGIN = 0;
  47. var SCREEN_WIDTH = window.innerWidth;
  48. var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  49. var FAR = 10000;
  50. var DAY = 0;
  51. var container, stats;
  52. var camera, scene, renderer;
  53. var mesh, geometry;
  54. var sunLight, pointLight, ambientLight;
  55. var morph;
  56. var composer, effectFXAA, hblur, vblur;
  57. var parameters, tweenDirection, tweenDay, tweenNight;
  58. var clock = new THREE.Clock();
  59. init();
  60. animate();
  61. function init() {
  62. container = document.createElement( 'div' );
  63. document.body.appendChild( container );
  64. // SCENE
  65. scene = new THREE.Scene();
  66. scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );
  67. if ( DAY )
  68. scene.fog.color.setHSV( 0.13, 0.25, 0.99 );
  69. else
  70. scene.fog.color.setHSV( 0.13, 0.25, 0.1 );
  71. // CAMERA
  72. camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
  73. camera.position.set( 500, 400, 1200 );
  74. scene.add( camera );
  75. controls = new THREE.TrackballControls( camera );
  76. controls.target.set( 0, 120, 0 );
  77. controls.rotateSpeed = 1.0;
  78. controls.zoomSpeed = 1.2;
  79. controls.panSpeed = 0.8;
  80. controls.noZoom = false;
  81. controls.noPan = false;
  82. controls.staticMoving = true;
  83. controls.dynamicDampingFactor = 0.15;
  84. controls.keys = [ 65, 83, 68 ];
  85. // CUBE CAMERA
  86. cubeCamera = new THREE.CubeCamera( 1, FAR, 0, 128 );
  87. var cubeTarget = cubeCamera.renderTarget;
  88. // TEXTURES
  89. var x = document.createElement( "canvas" );
  90. var xc = x.getContext("2d");
  91. x.width = x.height = 128;
  92. xc.fillStyle = "#fff";
  93. xc.fillRect(0, 0, 128, 128);
  94. xc.fillStyle = "#000";
  95. xc.fillRect(0, 0, 64, 64);
  96. xc.fillStyle = "#999";
  97. xc.fillRect(32, 32, 32, 32);
  98. xc.fillStyle = "#000";
  99. xc.fillRect(64, 64, 64, 64);
  100. xc.fillStyle = "#555";
  101. xc.fillRect(96, 96, 32, 32);
  102. var texturePattern = new THREE.Texture( x, new THREE.UVMapping(), THREE.RepeatWrapping, THREE.RepeatWrapping );
  103. texturePattern.needsUpdate = true;
  104. texturePattern.repeat.set( 1000, 1000 );
  105. texturePattern.format = THREE.RGBFormat;
  106. var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
  107. textureSquares.repeat.set( 50, 50 );
  108. textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
  109. textureSquares.magFilter = THREE.NearestFilter;
  110. textureSquares.format = THREE.RGBFormat;
  111. var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
  112. textureNoiseColor.repeat.set( 1, 1 );
  113. textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
  114. textureNoiseColor.format = THREE.RGBFormat;
  115. var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
  116. textureLava.repeat.set( 6, 2 );
  117. textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
  118. textureLava.format = THREE.RGBFormat;
  119. //
  120. var path = "textures/cube/SwedishRoyalCastle/";
  121. var format = '.jpg';
  122. var urls = [
  123. path + 'px' + format, path + 'nx' + format,
  124. path + 'py' + format, path + 'ny' + format,
  125. path + 'pz' + format, path + 'nz' + format
  126. ];
  127. var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  128. // GROUND
  129. var groundMaterial = new THREE.MeshPhongMaterial( { shininess: 80, ambient: 0x444444, color: 0xffffff, specular: 0xffffff, map: textureSquares } );
  130. //groundMaterial.color.setHSV( 0.1, 0.1, 0.99 );
  131. var planeGeometry = new THREE.PlaneGeometry( 100, 100 );
  132. var ground = new THREE.Mesh( planeGeometry, groundMaterial );
  133. ground.position.set( 0, 0, 0 );
  134. ground.rotation.x = -Math.PI/2;
  135. ground.scale.set( 1000, 1000, 1000 );
  136. ground.receiveShadow = true;
  137. scene.add( ground );
  138. // MATERIALS
  139. var shader = THREE.ShaderUtils.lib[ "cube" ];
  140. shader.uniforms[ "tCube" ].texture = cubeTarget;
  141. shader.uniforms[ "tFlip" ].value = 1;
  142. var materialCube = new THREE.ShaderMaterial( {
  143. fragmentShader: shader.fragmentShader,
  144. vertexShader: shader.vertexShader,
  145. uniforms: shader.uniforms
  146. } );
  147. var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, map: textureNoiseColor } );
  148. var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, map: textureLava } );
  149. var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, envMap: cubeTarget } );
  150. // OBJECTS
  151. var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
  152. var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
  153. var cubeGeometry = new THREE.CubeGeometry( 150, 150, 150 );
  154. addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
  155. addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
  156. mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
  157. function addObjectColor( geometry, color, x, y, z, ry ) {
  158. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, ambient: 0x444444 } );
  159. //var material = new THREE.MeshPhongMaterial( { color: color, ambient: color } );
  160. //THREE.ColorUtils.adjustHSV( material.ambient, 0, 0, -0.5 );
  161. return addObject( geometry, material, x, y, z, ry );
  162. }
  163. function addObject( geometry, material, x, y, z, ry ) {
  164. var tmpMesh = new THREE.Mesh( geometry, material );
  165. THREE.ColorUtils.adjustHSV( tmpMesh.material.color, 0.1, -0.1, 0 );
  166. tmpMesh.position.set( x, y, z );
  167. tmpMesh.rotation.y = ry;
  168. tmpMesh.castShadow = true;
  169. tmpMesh.receiveShadow = true;
  170. scene.add( tmpMesh );
  171. return tmpMesh;
  172. }
  173. var bigCube = new THREE.CubeGeometry( 50, 500, 50 );
  174. var midCube = new THREE.CubeGeometry( 50, 200, 50 );
  175. var smallCube = new THREE.CubeGeometry( 100, 100, 100 );
  176. addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
  177. addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
  178. addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
  179. addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
  180. addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
  181. addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
  182. addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
  183. addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
  184. addObjectColor( new THREE.CubeGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
  185. addObjectColor( new THREE.CubeGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
  186. addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
  187. // MORPHS
  188. var loader = new THREE.JSONLoader();
  189. loader.load( "models/animated/sittingBox.js", function( geometry ) {
  190. var morphMaterial = new THREE.MeshPhongMaterial( { ambient: 0x222222, color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true } );
  191. morphMaterial.shading = THREE.FlatShading;
  192. //geometry.computeVertexNormals();
  193. morph = new THREE.MorphAnimMesh( geometry, morphMaterial );
  194. var s = 200;
  195. morph.scale.set( s, s, s );
  196. morph.duration = 8000;
  197. morph.mirroredLoop = true;
  198. morph.castShadow = true;
  199. morph.receiveShadow = true;
  200. scene.add( morph );
  201. } );
  202. // LIGHTS
  203. var sunIntensity = 0.3,
  204. pointIntensity = 1,
  205. pointColor = 0xffaa00;
  206. if ( DAY ) {
  207. sunIntensity = 1;
  208. pointIntensity = 0.5;
  209. pointColor = 0xffffff;
  210. }
  211. ambientLight = new THREE.AmbientLight( 0xffffff );
  212. ambientLight.color.setHSV( 0.1, 0.9, 0.25 );
  213. scene.add( ambientLight );
  214. pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
  215. pointLight.position.set( 0, 0, 0 );
  216. scene.add( pointLight );
  217. sunLight = new THREE.SpotLight( 0xffffff, sunIntensity );
  218. sunLight.position.set( 1000, 2000, 1000 );
  219. sunLight.castShadow = true;
  220. scene.add( sunLight );
  221. // RENDERER
  222. renderer = new THREE.WebGLRenderer( { clearColor: 0x00aaff, clearAlpha: 1, antialias: false } );
  223. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  224. if ( scene.fog )
  225. renderer.setClearColor( scene.fog.color, 1 );
  226. renderer.domElement.style.position = "absolute";
  227. renderer.domElement.style.top = MARGIN + "px";
  228. renderer.domElement.style.left = "0px";
  229. container.appendChild( renderer.domElement );
  230. //
  231. renderer.shadowMapAutoUpdate = false;
  232. renderer.shadowMapEnabled = true;
  233. renderer.shadowMapDarkness = 0.5 * sunIntensity;
  234. renderer.shadowMapBias = 0.00390125;
  235. //
  236. renderer.gammaInput = true;
  237. renderer.gammaOutput = true;
  238. renderer.physicallyBasedShading = true;
  239. // STATS
  240. stats = new Stats();
  241. stats.domElement.style.position = 'absolute';
  242. stats.domElement.style.top = '0px';
  243. stats.domElement.style.zIndex = 100;
  244. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#222";
  245. stats.domElement.children[ 0 ].style.background = "transparent";
  246. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  247. container.appendChild( stats.domElement );
  248. // EVENTS
  249. window.addEventListener( 'resize', onWindowResize, false );
  250. document.addEventListener( 'keydown', onKeyDown, false );
  251. // COMPOSER
  252. renderer.autoClear = false;
  253. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
  254. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  255. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  256. var effectVignette = new THREE.ShaderPass( THREE.ShaderExtras[ "vignette" ] );
  257. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  258. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  259. var bluriness = 4;
  260. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  261. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  262. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  263. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  264. composer = new THREE.EffectComposer( renderer, renderTarget );
  265. var renderModel = new THREE.RenderPass( scene, camera );
  266. effectVignette.renderToScreen = true;
  267. vblur.renderToScreen = true;
  268. composer = new THREE.EffectComposer( renderer, renderTarget );
  269. composer.addPass( renderModel );
  270. composer.addPass( effectFXAA );
  271. composer.addPass( hblur );
  272. composer.addPass( vblur );
  273. //composer.addPass( effectVignette );
  274. // TWEEN
  275. parameters = { control: 0 };
  276. tweenDirection = -1;
  277. tweenDay = new TWEEN.Tween( parameters ).to( { control: 100 }, 1000 ).easing( TWEEN.Easing.Exponential.EaseOut );
  278. tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.EaseOut );
  279. }
  280. //
  281. function onWindowResize( event ) {
  282. SCREEN_WIDTH = window.innerWidth;
  283. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  284. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  285. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  286. camera.updateProjectionMatrix();
  287. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  288. composer.reset( renderTarget );
  289. hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
  290. vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
  291. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  292. }
  293. //
  294. function onKeyDown ( event ) {
  295. switch( event.keyCode ) {
  296. case 78: /*N*/ if ( tweenDirection == 1 ) {
  297. tweenDay.stop();
  298. tweenNight.start();
  299. tweenDirection = -1;
  300. } else {
  301. tweenNight.stop();
  302. tweenDay.start();
  303. tweenDirection = 1;
  304. }
  305. break;
  306. }
  307. }
  308. //
  309. function animate() {
  310. requestAnimationFrame( animate );
  311. render();
  312. stats.update();
  313. }
  314. function render() {
  315. // update
  316. var delta = 1000 * clock.getDelta();
  317. TWEEN.update();
  318. controls.update();
  319. if ( morph ) morph.updateAnimation( delta );
  320. scene.fog.color.setHSV( 0.13, 0.25, THREE.Math.mapLinear( parameters.control, 0, 100, 0.1, 0.99 ) );
  321. renderer.setClearColor( scene.fog.color, 1 );
  322. sunLight.intensity = THREE.Math.mapLinear( parameters.control, 0, 100, 0.3, 1 );
  323. pointLight.intensity = THREE.Math.mapLinear( parameters.control, 0, 100, 1, 0.5 );
  324. pointLight.color.setHSV( 0.1, THREE.Math.mapLinear( parameters.control, 0, 100, 0.99, 0 ), 0.9 );
  325. renderer.shadowMapDarkness = 0.5 * sunLight.intensity;
  326. // render shadow map
  327. renderer.autoUpdateObjects = false;
  328. renderer.initWebGLObjects( scene );
  329. renderer.updateShadowMap( scene, camera );
  330. // render cube map
  331. mesh.visible = false;
  332. renderer.autoClear = true;
  333. cubeCamera.updatePosition( mesh.position );
  334. cubeCamera.updateCubeMap( renderer, scene );
  335. renderer.autoClear = false;
  336. mesh.visible = true;
  337. // render scene
  338. renderer.autoUpdateObjects = true;
  339. //renderer.render( scene, camera );
  340. //renderer.clearTarget( null, 1, 1, 1 );
  341. composer.render( 0.1 );
  342. }
  343. </script>
  344. </body>
  345. </html>