webgl_materials_envmaps_parallax.html 13 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>js webgl - box projected cubemap environment 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - box projected cubemap environment mapping. <br> created by <a href="https://codercat.tk" target="_blank" rel="noopener">codercat</a>
  13. </div>
  14. <script type="module">
  15. import {
  16. Color,
  17. CubeCamera,
  18. CubeReflectionMapping,
  19. LinearMipMapLinearFilter,
  20. Mesh,
  21. MeshPhysicalMaterial,
  22. PerspectiveCamera,
  23. PlaneBufferGeometry,
  24. RectAreaLight,
  25. RectAreaLightHelper,
  26. RepeatWrapping,
  27. Scene,
  28. TextureLoader,
  29. Vector3,
  30. WebGLRenderer
  31. } from "../build/three.module.js";
  32. import { GUI } from './jsm/libs/dat.gui.module.js';
  33. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  34. import { RectAreaLightUniformsLib } from './jsm/lights/RectAreaLightUniformsLib.js';
  35. // shader injection for box projected cube environment mapping
  36. var worldposReplace = `
  37. #define BOX_PROJECTED_ENV_MAP
  38. #if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )
  39. vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );
  40. #ifdef BOX_PROJECTED_ENV_MAP
  41. vWorldPosition = worldPosition.xyz;
  42. #endif
  43. #endif
  44. `;
  45. var envmapParsReplace = `
  46. #define BOX_PROJECTED_ENV_MAP
  47. #if defined( USE_ENVMAP ) || defined( PHYSICAL )
  48. uniform float reflectivity;
  49. uniform float envMapIntensity;
  50. #endif
  51. #ifdef USE_ENVMAP
  52. #ifdef BOX_PROJECTED_ENV_MAP
  53. uniform vec3 cubeMapSize;
  54. uniform vec3 cubeMapPos;
  55. varying vec3 vWorldPosition;
  56. vec3 parallaxCorrectNormal( vec3 v, vec3 cubeSize, vec3 cubePos ) {
  57. vec3 nDir = normalize( v );
  58. vec3 rbmax = ( .5 * cubeSize + cubePos - vWorldPosition ) / nDir;
  59. vec3 rbmin = ( -.5 * cubeSize + cubePos - vWorldPosition ) / nDir;
  60. vec3 rbminmax;
  61. rbminmax.x = ( nDir.x > 0. ) ? rbmax.x : rbmin.x;
  62. rbminmax.y = ( nDir.y > 0. ) ? rbmax.y : rbmin.y;
  63. rbminmax.z = ( nDir.z > 0. ) ? rbmax.z : rbmin.z;
  64. float correction = min( min( rbminmax.x, rbminmax.y ), rbminmax.z );
  65. vec3 boxIntersection = vWorldPosition + nDir * correction;
  66. return boxIntersection - cubePos;
  67. }
  68. #endif
  69. #if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )
  70. varying vec3 vWorldPosition;
  71. #endif
  72. #ifdef ENVMAP_TYPE_CUBE
  73. uniform samplerCube envMap;
  74. #else
  75. uniform sampler2D envMap;
  76. #endif
  77. uniform float flipEnvMap;
  78. uniform int maxMipLevel;
  79. #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
  80. uniform float refractionRatio;
  81. #else
  82. varying vec3 vReflect;
  83. #endif
  84. #endif
  85. `;
  86. var envmapPhysicalParsReplace = `
  87. #if defined( USE_ENVMAP ) && defined( PHYSICAL )
  88. vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {
  89. vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );
  90. #ifdef ENVMAP_TYPE_CUBE
  91. vec3 worldNormalFinal = worldNormal;
  92. #ifdef BOX_PROJECTED_ENV_MAP
  93. worldNormalFinal = parallaxCorrectNormal( worldNormal, cubeMapSize, cubeMapPos );
  94. #endif
  95. vec3 queryVec = vec3( flipEnvMap * worldNormalFinal.x, worldNormalFinal.yz );
  96. #ifdef TEXTURE_LOD_EXT
  97. vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );
  98. #else
  99. vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );
  100. #endif
  101. envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
  102. #elif defined( ENVMAP_TYPE_CUBE_UV )
  103. vec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
  104. vec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );
  105. #else
  106. vec4 envMapColor = vec4( 0.0 );
  107. #endif
  108. return PI * envMapColor.rgb * envMapIntensity;
  109. }
  110. float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {
  111. float maxMIPLevelScalar = float( maxMIPLevel );
  112. float desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );
  113. return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );
  114. }
  115. vec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {
  116. #ifdef ENVMAP_MODE_REFLECTION
  117. vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );
  118. #else
  119. vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );
  120. #endif
  121. reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
  122. float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );
  123. #ifdef ENVMAP_TYPE_CUBE
  124. vec3 reflectVecFinal = reflectVec;
  125. #ifdef BOX_PROJECTED_ENV_MAP
  126. reflectVecFinal = parallaxCorrectNormal( reflectVec, cubeMapSize, cubeMapPos );
  127. #endif
  128. vec3 queryReflectVec = vec3( flipEnvMap * reflectVecFinal.x, reflectVecFinal.yz );
  129. #ifdef TEXTURE_LOD_EXT
  130. vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );
  131. #else
  132. vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
  133. #endif
  134. envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
  135. #elif defined( ENVMAP_TYPE_CUBE_UV )
  136. vec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );
  137. vec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));
  138. #elif defined( ENVMAP_TYPE_EQUIREC )
  139. vec2 sampleUV;
  140. sampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
  141. sampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
  142. #ifdef TEXTURE_LOD_EXT
  143. vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );
  144. #else
  145. vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );
  146. #endif
  147. envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
  148. #elif defined( ENVMAP_TYPE_SPHERE )
  149. vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );
  150. #ifdef TEXTURE_LOD_EXT
  151. vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
  152. #else
  153. vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
  154. #endif
  155. envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
  156. #endif
  157. return envMapColor.rgb * envMapIntensity;
  158. }
  159. #endif
  160. `;
  161. // scene size
  162. var WIDTH = window.innerWidth;
  163. var HEIGHT = window.innerHeight;
  164. // camera
  165. var VIEW_ANGLE = 45;
  166. var ASPECT = WIDTH / HEIGHT;
  167. var NEAR = 1;
  168. var FAR = 800;
  169. var camera, cubeCamera, scene, renderer;
  170. var cameraControls;
  171. var groundPlane, wallMat;
  172. init();
  173. function init() {
  174. var container = document.getElementById( 'container' );
  175. // renderer
  176. renderer = new WebGLRenderer( { antialias: true } );
  177. renderer.setPixelRatio( window.devicePixelRatio );
  178. renderer.setSize( WIDTH, HEIGHT );
  179. container.appendChild( renderer.domElement );
  180. // gui controls
  181. var gui = new GUI();
  182. var params = {
  183. 'box projected': true
  184. };
  185. var bpcemGui = gui.add( params, 'box projected' );
  186. bpcemGui.onChange( function ( value ) {
  187. if ( value ) {
  188. groundPlane.material = boxProjectedMat;
  189. } else {
  190. groundPlane.material = defaultMat;
  191. }
  192. render();
  193. } );
  194. // scene
  195. scene = new Scene();
  196. // camera
  197. camera = new PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
  198. camera.position.set( 280, 106, - 5 );
  199. cameraControls = new OrbitControls( camera, renderer.domElement );
  200. cameraControls.target.set( 0, - 10, 0 );
  201. cameraControls.maxDistance = 400;
  202. cameraControls.minDistance = 10;
  203. cameraControls.addEventListener( 'change', render );
  204. cameraControls.update();
  205. // cube camera for environment map
  206. cubeCamera = new CubeCamera( 1, 1000, 512 );
  207. cubeCamera.renderTarget.texture.generateMipmaps = true;
  208. cubeCamera.renderTarget.texture.minFilter = LinearMipMapLinearFilter;
  209. cubeCamera.renderTarget.texture.mapping = CubeReflectionMapping;
  210. cubeCamera.position.set( 0, - 100, 0 );
  211. scene.add( cubeCamera );
  212. // ground floor ( with box projected environment mapping )
  213. var loader = new TextureLoader();
  214. var rMap = loader.load( 'textures/lava/lavatile.jpg' );
  215. rMap.wrapS = RepeatWrapping;
  216. rMap.wrapT = RepeatWrapping;
  217. rMap.repeat.set( 2, 1 );
  218. var defaultMat = new MeshPhysicalMaterial( {
  219. roughness: 1,
  220. envMap: cubeCamera.renderTarget.texture,
  221. roughnessMap: rMap
  222. } );
  223. var boxProjectedMat = new MeshPhysicalMaterial( {
  224. color: new Color( '#ffffff' ),
  225. roughness: 1,
  226. envMap: cubeCamera.renderTarget.texture,
  227. roughnessMap: rMap
  228. } );
  229. boxProjectedMat.onBeforeCompile = function ( shader ) {
  230. //these parameters are for the cubeCamera texture
  231. shader.uniforms.cubeMapSize = { value: new Vector3( 200, 200, 100 ) };
  232. shader.uniforms.cubeMapPos = { value: new Vector3( 0, - 50, 0 ) };
  233. shader.uniforms.flipEnvMap.value = true;
  234. //replace shader chunks with box projection chunks
  235. shader.vertexShader = 'varying vec3 vWorldPosition;\n' + shader.vertexShader;
  236. shader.vertexShader = shader.vertexShader.replace(
  237. '#include <worldpos_vertex>',
  238. worldposReplace
  239. );
  240. shader.fragmentShader = shader.fragmentShader.replace(
  241. '#include <envmap_pars_fragment>',
  242. envmapParsReplace
  243. );
  244. shader.fragmentShader = shader.fragmentShader.replace(
  245. '#include <envmap_physical_pars_fragment>',
  246. envmapPhysicalParsReplace
  247. );
  248. };
  249. groundPlane = new Mesh( new PlaneBufferGeometry( 200, 100, 100 ), boxProjectedMat );
  250. groundPlane.rotateX( - Math.PI / 2 );
  251. groundPlane.position.set( 0, - 49, 0 );
  252. scene.add( groundPlane );
  253. // walls
  254. var diffuseTex = loader.load( 'textures/brick_diffuse.jpg', function () {
  255. updateCubeMap();
  256. } );
  257. var bumpTex = loader.load( 'textures/brick_bump.jpg', function () {
  258. updateCubeMap();
  259. } );
  260. wallMat = new MeshPhysicalMaterial( {
  261. map: diffuseTex,
  262. bumpMap: bumpTex,
  263. bumpScale: 0.3,
  264. } );
  265. var planeGeo = new PlaneBufferGeometry( 100, 100 );
  266. var planeBack1 = new Mesh( planeGeo, wallMat );
  267. planeBack1.position.z = - 50;
  268. planeBack1.position.x = - 50;
  269. scene.add( planeBack1 );
  270. var planeBack2 = new Mesh( planeGeo, wallMat );
  271. planeBack2.position.z = - 50;
  272. planeBack2.position.x = 50;
  273. scene.add( planeBack2 );
  274. var planeFront1 = new Mesh( planeGeo, wallMat );
  275. planeFront1.position.z = 50;
  276. planeFront1.position.x = - 50;
  277. planeFront1.rotateY( Math.PI );
  278. scene.add( planeFront1 );
  279. var planeFront2 = new Mesh( planeGeo, wallMat );
  280. planeFront2.position.z = 50;
  281. planeFront2.position.x = 50;
  282. planeFront2.rotateY( Math.PI );
  283. scene.add( planeFront2 );
  284. var planeRight = new Mesh( planeGeo, wallMat );
  285. planeRight.position.x = 100;
  286. planeRight.rotateY( - Math.PI / 2 );
  287. scene.add( planeRight );
  288. var planeLeft = new Mesh( planeGeo, wallMat );
  289. planeLeft.position.x = - 100;
  290. planeLeft.rotateY( Math.PI / 2 );
  291. scene.add( planeLeft );
  292. //lights
  293. var width = 50;
  294. var height = 50;
  295. var intensity = 10;
  296. RectAreaLightUniformsLib.init();
  297. var blueRectLight = new RectAreaLight( 0xf3aaaa, intensity, width, height );
  298. blueRectLight.position.set( 99, 5, 0 );
  299. blueRectLight.lookAt( 0, 5, 0 );
  300. scene.add( blueRectLight );
  301. var blueRectLightHelper = new RectAreaLightHelper( blueRectLight, 0xffffff );
  302. blueRectLight.add( blueRectLightHelper );
  303. var redRectLight = new RectAreaLight( 0x9aaeff, intensity, width, height );
  304. redRectLight.position.set( - 99, 5, 0 );
  305. redRectLight.lookAt( 0, 5, 0 );
  306. scene.add( redRectLight );
  307. var redRectLightHelper = new RectAreaLightHelper( redRectLight, 0xffffff );
  308. redRectLight.add( redRectLightHelper );
  309. render();
  310. }
  311. function updateCubeMap() {
  312. //disable specular highlights on walls in the environment map
  313. wallMat.roughness = 1;
  314. groundPlane.visible = false;
  315. cubeCamera.position.copy( groundPlane.position );
  316. cubeCamera.update( renderer, scene );
  317. wallMat.roughness = 0.6;
  318. groundPlane.visible = true;
  319. render();
  320. }
  321. function render() {
  322. renderer.render( scene, camera );
  323. }
  324. </script>
  325. </body>
  326. </html>