webgl_postprocessing_godrays.html 14 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <script src="../build/three.js"></script>
  11. <script src="js/loaders/OBJLoader.js"></script>
  12. <script src="js/shaders/GodRaysShader.js"></script>
  13. <script src="js/WebGL.js"></script>
  14. <script src="js/libs/stats.min.js"></script>
  15. <div id="info">
  16. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl god-rays example - tree by <a href="http://www.turbosquid.com/3d-models/free-tree-3d-model/592617" target="_blank" rel="noopener">stanloshka</a>
  17. </div>
  18. <script>
  19. if ( WEBGL.isWebGLAvailable() === false ) {
  20. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  21. }
  22. var container, stats;
  23. var camera, scene, renderer, materialDepth;
  24. var sphereMesh;
  25. var sunPosition = new THREE.Vector3( 0, 1000, - 1000 );
  26. var screenSpacePosition = new THREE.Vector3();
  27. var mouseX = 0, mouseY = 0;
  28. var postprocessing = { enabled: true };
  29. var orbitRadius = 200;
  30. var bgColor = 0x000511;
  31. var sunColor = 0xffee00;
  32. // Use a smaller size for some of the god-ray render targets for better performance.
  33. var godrayRenderTargetResolutionMultiplier = 1.0 / 4.0;
  34. init();
  35. animate();
  36. function init() {
  37. container = document.createElement( 'div' );
  38. document.body.appendChild( container );
  39. //
  40. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  41. camera.position.z = 200;
  42. scene = new THREE.Scene();
  43. //
  44. materialDepth = new THREE.MeshDepthMaterial();
  45. var materialScene = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  46. // tree
  47. var loader = new THREE.OBJLoader();
  48. loader.load( 'models/obj/tree.obj', function ( object ) {
  49. object.material = materialScene;
  50. object.position.set( 0, - 150, - 150 );
  51. object.scale.multiplyScalar( 400 );
  52. scene.add( object );
  53. } );
  54. // sphere
  55. var geo = new THREE.SphereBufferGeometry( 1, 20, 10 );
  56. sphereMesh = new THREE.Mesh( geo, materialScene );
  57. sphereMesh.scale.multiplyScalar( 20 );
  58. scene.add( sphereMesh );
  59. //
  60. renderer = new THREE.WebGLRenderer();
  61. renderer.setClearColor( 0xffffff );
  62. renderer.setPixelRatio( window.devicePixelRatio );
  63. renderer.setSize( window.innerWidth, window.innerHeight );
  64. container.appendChild( renderer.domElement );
  65. renderer.autoClear = false;
  66. //
  67. stats = new Stats();
  68. container.appendChild( stats.dom );
  69. //
  70. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  71. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  72. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  73. window.addEventListener( 'resize', onWindowResize, false );
  74. //
  75. initPostprocessing( window.innerWidth, window.innerHeight );
  76. }
  77. //
  78. function onDocumentMouseMove( event ) {
  79. mouseX = event.clientX - window.innerWidth / 2;
  80. mouseY = event.clientY - window.innerHeight / 2;
  81. }
  82. function onDocumentTouchStart( event ) {
  83. if ( event.touches.length === 1 ) {
  84. event.preventDefault();
  85. mouseX = event.touches[ 0 ].pageX - window.innerWidth / 2;
  86. mouseY = event.touches[ 0 ].pageY - window.innerHeight / 2;
  87. }
  88. }
  89. function onDocumentTouchMove( event ) {
  90. if ( event.touches.length === 1 ) {
  91. event.preventDefault();
  92. mouseX = event.touches[ 0 ].pageX - window.innerWidth / 2;
  93. mouseY = event.touches[ 0 ].pageY - window.innerHeight / 2;
  94. }
  95. }
  96. //
  97. function onWindowResize() {
  98. var renderTargetWidth = window.innerWidth;
  99. var renderTargetHeight = window.innerHeight;
  100. camera.aspect = renderTargetWidth / renderTargetHeight;
  101. camera.updateProjectionMatrix();
  102. renderer.setSize( renderTargetWidth, renderTargetHeight );
  103. postprocessing.rtTextureColors.setSize( renderTargetWidth, renderTargetHeight );
  104. postprocessing.rtTextureDepth.setSize( renderTargetWidth, renderTargetHeight );
  105. postprocessing.rtTextureDepthMask.setSize( renderTargetWidth, renderTargetHeight );
  106. var adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
  107. var adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
  108. postprocessing.rtTextureGodRays1.setSize( adjustedWidth, adjustedHeight );
  109. postprocessing.rtTextureGodRays2.setSize( adjustedWidth, adjustedHeight );
  110. }
  111. function initPostprocessing( renderTargetWidth, renderTargetHeight ) {
  112. postprocessing.scene = new THREE.Scene();
  113. postprocessing.camera = new THREE.OrthographicCamera( - 0.5, 0.5, 0.5, - 0.5, - 10000, 10000 );
  114. postprocessing.camera.position.z = 100;
  115. postprocessing.scene.add( postprocessing.camera );
  116. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  117. postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight, pars );
  118. // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
  119. // investigate further for now.
  120. // pars.format = THREE.LuminanceFormat;
  121. // I would have this quarter size and use it as one of the ping-pong render
  122. // targets but the aliasing causes some temporal flickering
  123. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight, pars );
  124. postprocessing.rtTextureDepthMask = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight, pars );
  125. // The ping-pong render targets can use an adjusted resolution to minimize cost
  126. var adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
  127. var adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
  128. postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight, pars );
  129. postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight, pars );
  130. // god-ray shaders
  131. var godraysMaskShader = THREE.GodRaysDepthMaskShader;
  132. postprocessing.godrayMaskUniforms = THREE.UniformsUtils.clone( godraysMaskShader.uniforms );
  133. postprocessing.materialGodraysDepthMask = new THREE.ShaderMaterial( {
  134. uniforms: postprocessing.godrayMaskUniforms,
  135. vertexShader: godraysMaskShader.vertexShader,
  136. fragmentShader: godraysMaskShader.fragmentShader
  137. } );
  138. var godraysGenShader = THREE.GodRaysGenerateShader;
  139. postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
  140. postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
  141. uniforms: postprocessing.godrayGenUniforms,
  142. vertexShader: godraysGenShader.vertexShader,
  143. fragmentShader: godraysGenShader.fragmentShader
  144. } );
  145. var godraysCombineShader = THREE.GodRaysCombineShader;
  146. postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
  147. postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
  148. uniforms: postprocessing.godrayCombineUniforms,
  149. vertexShader: godraysCombineShader.vertexShader,
  150. fragmentShader: godraysCombineShader.fragmentShader
  151. } );
  152. var godraysFakeSunShader = THREE.GodRaysFakeSunShader;
  153. postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
  154. postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
  155. uniforms: postprocessing.godraysFakeSunUniforms,
  156. vertexShader: godraysFakeSunShader.vertexShader,
  157. fragmentShader: godraysFakeSunShader.fragmentShader
  158. } );
  159. postprocessing.godraysFakeSunUniforms.bgColor.value.setHex( bgColor );
  160. postprocessing.godraysFakeSunUniforms.sunColor.value.setHex( sunColor );
  161. postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
  162. postprocessing.quad = new THREE.Mesh(
  163. new THREE.PlaneBufferGeometry( 1.0, 1.0 ),
  164. postprocessing.materialGodraysGenerate
  165. );
  166. postprocessing.quad.position.z = - 9900;
  167. postprocessing.scene.add( postprocessing.quad );
  168. }
  169. function animate() {
  170. requestAnimationFrame( animate, renderer.domElement );
  171. stats.begin();
  172. render();
  173. stats.end();
  174. }
  175. function getStepSize( filterLen, tapsPerPass, pass ) {
  176. return filterLen * Math.pow( tapsPerPass, - pass );
  177. }
  178. function filterGodRays( inputTex, renderTarget, stepSize ) {
  179. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
  180. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepSize;
  181. postprocessing.godrayGenUniforms[ "tInput" ].value = inputTex;
  182. renderer.setRenderTarget( renderTarget );
  183. renderer.render( postprocessing.scene, postprocessing.camera );
  184. postprocessing.scene.overrideMaterial = null;
  185. }
  186. function render() {
  187. var time = Date.now() / 4000;
  188. sphereMesh.position.x = orbitRadius * Math.cos( time );
  189. sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
  190. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  191. camera.position.y += ( - ( mouseY ) - camera.position.y ) * 0.036;
  192. camera.lookAt( scene.position );
  193. if ( postprocessing.enabled ) {
  194. // Find the screenspace position of the sun
  195. screenSpacePosition.copy( sunPosition ).project( camera );
  196. screenSpacePosition.x = ( screenSpacePosition.x + 1 ) / 2;
  197. screenSpacePosition.y = ( screenSpacePosition.y + 1 ) / 2;
  198. // Give it to the god-ray and sun shaders
  199. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  200. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  201. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  202. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  203. // -- Draw sky and sun --
  204. // Clear colors and depths, will clear to sky color
  205. renderer.setRenderTarget( postprocessing.rtTextureColors );
  206. renderer.clear( true, true, false );
  207. // Sun render. Runs a shader that gives a brightness based on the screen
  208. // space distance to the sun. Not very efficient, so i make a scissor
  209. // rectangle around the suns position to avoid rendering surrounding pixels.
  210. var sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
  211. var sunsqW = 0.74 * window.innerHeight; // both depend on height because sun is aspect-corrected
  212. screenSpacePosition.x *= window.innerWidth;
  213. screenSpacePosition.y *= window.innerHeight;
  214. renderer.setScissor( screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH );
  215. renderer.setScissorTest( true );
  216. postprocessing.godraysFakeSunUniforms[ "fAspect" ].value = window.innerWidth / window.innerHeight;
  217. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
  218. renderer.setRenderTarget( postprocessing.rtTextureColors );
  219. renderer.render( postprocessing.scene, postprocessing.camera );
  220. renderer.setScissorTest( false );
  221. // -- Draw scene objects --
  222. // Colors
  223. scene.overrideMaterial = null;
  224. renderer.setRenderTarget( postprocessing.rtTextureColors );
  225. renderer.render( scene, camera );
  226. // Depth
  227. scene.overrideMaterial = materialDepth;
  228. renderer.setRenderTarget( postprocessing.rtTextureDepth );
  229. renderer.clear();
  230. renderer.render( scene, camera );
  231. //
  232. postprocessing.godrayMaskUniforms[ "tInput" ].value = postprocessing.rtTextureDepth.texture;
  233. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysDepthMask;
  234. renderer.setRenderTarget( postprocessing.rtTextureDepthMask );
  235. renderer.render( postprocessing.scene, postprocessing.camera );
  236. // -- Render god-rays --
  237. // Maximum length of god-rays (in texture space [0,1]X[0,1])
  238. var filterLen = 1.0;
  239. // Samples taken by filter
  240. var TAPS_PER_PASS = 6.0;
  241. // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
  242. // would start with a small filter support and grow to large. however
  243. // the large-to-small order produces less objectionable aliasing artifacts that
  244. // appear as a glimmer along the length of the beams
  245. // pass 1 - render into first ping-pong target
  246. filterGodRays( postprocessing.rtTextureDepthMask.texture, postprocessing.rtTextureGodRays2, getStepSize( filterLen, TAPS_PER_PASS, 1.0 ) );
  247. // pass 2 - render into second ping-pong target
  248. filterGodRays( postprocessing.rtTextureGodRays2.texture, postprocessing.rtTextureGodRays1, getStepSize( filterLen, TAPS_PER_PASS, 2.0 ) );
  249. // pass 3 - 1st RT
  250. filterGodRays( postprocessing.rtTextureGodRays1.texture, postprocessing.rtTextureGodRays2, getStepSize( filterLen, TAPS_PER_PASS, 3.0 ) );
  251. // final pass - composite god-rays onto colors
  252. postprocessing.godrayCombineUniforms[ "tColors" ].value = postprocessing.rtTextureColors.texture;
  253. postprocessing.godrayCombineUniforms[ "tGodRays" ].value = postprocessing.rtTextureGodRays2.texture;
  254. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
  255. renderer.setRenderTarget( null );
  256. renderer.render( postprocessing.scene, postprocessing.camera );
  257. postprocessing.scene.overrideMaterial = null;
  258. } else {
  259. renderer.setRenderTarget( null );
  260. renderer.clear();
  261. renderer.render( scene, camera );
  262. }
  263. }
  264. </script>
  265. </body>
  266. </html>