webgl_shaders_tonemapping.html 15 KB

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  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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. .label {
  10. background-color: black;
  11. position: absolute;
  12. z-index: 100;
  13. padding: 5px
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <div id="d">
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl demo :
  21. Earth diffuse and city lights by <a href="http://seanward.org" target="_blank" rel="noopener">Sean Ward</a> :
  22. </div>
  23. <div class="label" style="position: absolute;left: 10%;bottom: 10%;">
  24. Low Dynamic Range<br/>
  25. Static Tone Mapping
  26. </div>
  27. <div class="label" style="position: absolute;left: 40%;bottom: 10%;">
  28. High Dynamic Range<br/>
  29. Static Tone Mapping
  30. </div>
  31. <div class="label" style="position: absolute;left: 73%;bottom: 10%;">
  32. High Dynamic Range<br/>
  33. Adaptive Tone Mapping
  34. </div>
  35. </div>
  36. <script type="module">
  37. import {
  38. AdditiveBlending,
  39. AmbientLight,
  40. BackSide,
  41. CubeTextureLoader,
  42. DirectionalLight,
  43. FloatType,
  44. LinearFilter,
  45. Mesh,
  46. MeshBasicMaterial,
  47. MeshLambertMaterial,
  48. MeshPhongMaterial,
  49. NormalBlending,
  50. NoBlending,
  51. OrthographicCamera,
  52. PerspectiveCamera,
  53. PlaneBufferGeometry,
  54. RGBAFormat,
  55. RGBFormat,
  56. Scene,
  57. ShaderChunk,
  58. ShaderMaterial,
  59. SphereBufferGeometry,
  60. TextureLoader,
  61. UniformsLib,
  62. UniformsUtils,
  63. WebGLRenderer,
  64. WebGLRenderTarget
  65. } from "../build/three.module.js";
  66. import { GUI } from './jsm/libs/dat.gui.module.js';
  67. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  68. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  69. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  70. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  71. import { AdaptiveToneMappingPass } from './jsm/postprocessing/AdaptiveToneMappingPass.js';
  72. import { BloomPass } from './jsm/postprocessing/BloomPass.js';
  73. import { GammaCorrectionShader } from './jsm/shaders/GammaCorrectionShader.js';
  74. var container;
  75. var bloomPass, adaptToneMappingPass, ldrToneMappingPass, hdrToneMappingPass;
  76. var params;
  77. var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
  78. var cameraCube, sceneCube;
  79. var cameraBG, debugScene;
  80. var adaptiveLuminanceMat, currentLuminanceMat;
  81. var directionalLight;
  82. var orbitControls;
  83. var windowHalfX = window.innerWidth / 2;
  84. var windowHalfY = window.innerHeight / 2;
  85. var windowThirdX = window.innerWidth / 3;
  86. init();
  87. animate();
  88. function init() {
  89. params = {
  90. bloomAmount: 1.0,
  91. sunLight: 4.0,
  92. enabled: true,
  93. avgLuminance: 0.7,
  94. middleGrey: 0.04,
  95. maxLuminance: 16,
  96. adaptionRate: 2.0
  97. };
  98. container = document.createElement( 'div' );
  99. document.body.appendChild( container );
  100. // CAMERAS
  101. camera = new PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
  102. camera.position.x = 700;
  103. camera.position.y = 400;
  104. camera.position.z = 800;
  105. cameraCube = new PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
  106. cameraBG = new OrthographicCamera( - windowHalfX, windowHalfX, windowHalfY, - windowHalfY, - 10000, 10000 );
  107. cameraBG.position.z = 100;
  108. orbitControls = new OrbitControls( camera, container );
  109. orbitControls.autoRotate = true;
  110. orbitControls.autoRotateSpeed = 1;
  111. // SCENE
  112. scene = new Scene();
  113. sceneCube = new Scene();
  114. debugScene = new Scene();
  115. // LIGHTS
  116. var ambient = new AmbientLight( 0x050505 );
  117. scene.add( ambient );
  118. directionalLight = new DirectionalLight( 0xffffff, params.sunLight );
  119. directionalLight.position.set( 2, 0, 10 ).normalize();
  120. scene.add( directionalLight );
  121. var atmoShader = {
  122. side: BackSide,
  123. // blending: AdditiveBlending,
  124. transparent: true,
  125. lights: true,
  126. uniforms: UniformsUtils.merge( [
  127. UniformsLib[ "common" ],
  128. UniformsLib[ "lights" ]
  129. ] ),
  130. vertexShader: [
  131. "varying vec3 vViewPosition;",
  132. "varying vec3 vNormal;",
  133. "void main() {",
  134. ShaderChunk[ "beginnormal_vertex" ],
  135. ShaderChunk[ "defaultnormal_vertex" ],
  136. " vNormal = normalize( transformedNormal );",
  137. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  138. "vViewPosition = -mvPosition.xyz;",
  139. "gl_Position = projectionMatrix * mvPosition;",
  140. "}"
  141. ].join( "\n" ),
  142. fragmentShader: [
  143. ShaderChunk[ "common" ],
  144. ShaderChunk[ "bsdfs" ],
  145. ShaderChunk[ "lights_pars_begin" ],
  146. ShaderChunk[ "lights_phong_pars_fragment" ],
  147. "void main() {",
  148. "vec3 normal = normalize( -vNormal );",
  149. "vec3 viewPosition = normalize( vViewPosition );",
  150. "#if NUM_DIR_LIGHTS > 0",
  151. "vec3 dirDiffuse = vec3( 0.0 );",
  152. "for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
  153. "vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
  154. "vec3 dirVector = normalize( lDirection.xyz );",
  155. "float dotProduct = dot( viewPosition, dirVector );",
  156. "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
  157. "dotProduct *= dotProduct;",
  158. "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
  159. "}",
  160. "#endif",
  161. //Fade out atmosphere at edge
  162. "float viewDot = abs(dot( normal, viewPosition ));",
  163. "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
  164. "vec3 color = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
  165. "gl_FragColor = vec4( color, viewDot );",
  166. "}"
  167. ].join( "\n" )
  168. };
  169. var earthAtmoMat = new ShaderMaterial( atmoShader );
  170. var earthMat = new MeshPhongMaterial( {
  171. color: 0xffffff,
  172. shininess: 200
  173. } );
  174. var textureLoader = new TextureLoader();
  175. textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function ( tex ) {
  176. earthMat.map = tex;
  177. earthMat.needsUpdate = true;
  178. } );
  179. textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function ( tex ) {
  180. earthMat.specularMap = tex;
  181. earthMat.needsUpdate = true;
  182. } );
  183. // var earthNormal = textureLoader.load( 'textures/planets/earth-new-normal-2048.jpg', function( tex ) {
  184. // earthMat.normalMap = tex;
  185. // earthMat.needsUpdate = true;
  186. // } );
  187. var earthLights = textureLoader.load( 'textures/planets/earth_lights_2048.png' );
  188. var earthLightsMat = new MeshBasicMaterial( {
  189. color: 0xffffff,
  190. blending: AdditiveBlending,
  191. transparent: true,
  192. depthTest: false,
  193. map: earthLights,
  194. } );
  195. var clouds = textureLoader.load( 'textures/planets/earth_clouds_2048.png' );
  196. var earthCloudsMat = new MeshLambertMaterial( {
  197. color: 0xffffff,
  198. blending: NormalBlending,
  199. transparent: true,
  200. depthTest: false,
  201. map: clouds
  202. } );
  203. var earthGeo = new SphereBufferGeometry( 600, 24, 24 );
  204. var sphereMesh = new Mesh( earthGeo, earthMat );
  205. scene.add( sphereMesh );
  206. var sphereLightsMesh = new Mesh( earthGeo, earthLightsMat );
  207. scene.add( sphereLightsMesh );
  208. var sphereCloudsMesh = new Mesh( earthGeo, earthCloudsMat );
  209. scene.add( sphereCloudsMesh );
  210. var sphereAtmoMesh = new Mesh( earthGeo, earthAtmoMat );
  211. sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
  212. scene.add( sphereAtmoMesh );
  213. var vBGShader = [
  214. // "attribute vec2 uv;",
  215. "varying vec2 vUv;",
  216. "void main() {",
  217. "vUv = uv;",
  218. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  219. "}"
  220. ].join( "\n" );
  221. var pBGShader = [
  222. "uniform sampler2D map;",
  223. "varying vec2 vUv;",
  224. "void main() {",
  225. "vec2 sampleUV = vUv;",
  226. "vec4 color = texture2D( map, sampleUV, 0.0 );",
  227. "gl_FragColor = vec4( color.xyz, 1.0 );",
  228. "}"
  229. ].join( "\n" );
  230. // Skybox
  231. adaptiveLuminanceMat = new ShaderMaterial( {
  232. uniforms: {
  233. "map": { value: null }
  234. },
  235. vertexShader: vBGShader,
  236. fragmentShader: pBGShader,
  237. depthTest: false,
  238. // color: 0xffffff
  239. blending: NoBlending
  240. } );
  241. currentLuminanceMat = new ShaderMaterial( {
  242. uniforms: {
  243. "map": { value: null }
  244. },
  245. vertexShader: vBGShader,
  246. fragmentShader: pBGShader,
  247. depthTest: false
  248. // color: 0xffffff
  249. // blending: NoBlending
  250. } );
  251. var quadBG = new Mesh( new PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
  252. quadBG.position.z = - 500;
  253. quadBG.position.x = - window.innerWidth * 0.5 + window.innerWidth * 0.05;
  254. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  255. debugScene.add( quadBG );
  256. quadBG = new Mesh( new PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
  257. quadBG.position.z = - 500;
  258. quadBG.position.x = - window.innerWidth * 0.5 + window.innerWidth * 0.15;
  259. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  260. debugScene.add( quadBG );
  261. var r = "textures/cube/MilkyWay/";
  262. var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
  263. r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
  264. r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
  265. var textureCube = new CubeTextureLoader().load( urls );
  266. textureCube.format = RGBFormat;
  267. sceneCube.background = textureCube;
  268. renderer = new WebGLRenderer();
  269. renderer.setPixelRatio( window.devicePixelRatio );
  270. renderer.setSize( window.innerWidth, window.innerHeight );
  271. renderer.autoClear = false;
  272. renderer.gammaInput = true;
  273. renderer.gammaOutput = false;
  274. container.appendChild( renderer.domElement );
  275. // var width = window.innerWidth || 1;
  276. var height = window.innerHeight || 1;
  277. var parameters = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
  278. var regularRenderTarget = new WebGLRenderTarget( windowThirdX, height, parameters );
  279. ldrEffectComposer = new EffectComposer( renderer, regularRenderTarget );
  280. if ( renderer.extensions.get( 'OES_texture_half_float_linear' ) ) {
  281. parameters.type = FloatType;
  282. }
  283. var hdrRenderTarget = new WebGLRenderTarget( windowThirdX, height, parameters );
  284. dynamicHdrEffectComposer = new EffectComposer( renderer, hdrRenderTarget );
  285. dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
  286. hdrEffectComposer = new EffectComposer( renderer, hdrRenderTarget );
  287. var debugPass = new RenderPass( debugScene, cameraBG );
  288. debugPass.clear = false;
  289. var scenePass = new RenderPass( scene, camera, undefined, undefined, undefined );
  290. var skyboxPass = new RenderPass( sceneCube, cameraCube );
  291. scenePass.clear = false;
  292. adaptToneMappingPass = new AdaptiveToneMappingPass( true, 256 );
  293. adaptToneMappingPass.needsSwap = true;
  294. ldrToneMappingPass = new AdaptiveToneMappingPass( false, 256 );
  295. hdrToneMappingPass = new AdaptiveToneMappingPass( false, 256 );
  296. bloomPass = new BloomPass();
  297. var gammaCorrectionPass = new ShaderPass( GammaCorrectionShader );
  298. dynamicHdrEffectComposer.addPass( skyboxPass );
  299. dynamicHdrEffectComposer.addPass( scenePass );
  300. dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
  301. dynamicHdrEffectComposer.addPass( bloomPass );
  302. dynamicHdrEffectComposer.addPass( gammaCorrectionPass );
  303. hdrEffectComposer.addPass( skyboxPass );
  304. hdrEffectComposer.addPass( scenePass );
  305. hdrEffectComposer.addPass( hdrToneMappingPass );
  306. hdrEffectComposer.addPass( bloomPass );
  307. hdrEffectComposer.addPass( gammaCorrectionPass );
  308. ldrEffectComposer.addPass( skyboxPass );
  309. ldrEffectComposer.addPass( scenePass );
  310. ldrEffectComposer.addPass( ldrToneMappingPass );
  311. ldrEffectComposer.addPass( bloomPass );
  312. ldrEffectComposer.addPass( gammaCorrectionPass );
  313. var gui = new GUI();
  314. var sceneGui = gui.addFolder( 'Scenes' );
  315. var toneMappingGui = gui.addFolder( 'ToneMapping' );
  316. var staticToneMappingGui = gui.addFolder( 'StaticOnly' );
  317. var adaptiveToneMappingGui = gui.addFolder( 'AdaptiveOnly' );
  318. sceneGui.add( params, 'bloomAmount', 0.0, 10.0 );
  319. sceneGui.add( params, 'sunLight', 0.1, 12.0 );
  320. toneMappingGui.add( params, 'enabled' );
  321. toneMappingGui.add( params, 'middleGrey', 0, 12 );
  322. toneMappingGui.add( params, 'maxLuminance', 1, 30 );
  323. staticToneMappingGui.add( params, 'avgLuminance', 0.001, 2.0 );
  324. adaptiveToneMappingGui.add( params, 'adaptionRate', 0.0, 10.0 );
  325. gui.open();
  326. window.addEventListener( 'resize', onWindowResize, false );
  327. }
  328. function onWindowResize() {
  329. windowHalfX = window.innerWidth / 2;
  330. windowHalfY = window.innerHeight / 2;
  331. windowThirdX = window.innerWidth / 3;
  332. camera.aspect = windowThirdX / window.innerHeight;
  333. camera.updateProjectionMatrix();
  334. cameraCube.aspect = windowThirdX / window.innerHeight;
  335. cameraCube.updateProjectionMatrix();
  336. renderer.setSize( window.innerWidth, window.innerHeight );
  337. }
  338. function animate() {
  339. requestAnimationFrame( animate );
  340. if ( bloomPass ) {
  341. bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
  342. }
  343. if ( adaptToneMappingPass ) {
  344. adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
  345. adaptiveLuminanceMat.uniforms[ "map" ].value = adaptToneMappingPass.luminanceRT;
  346. currentLuminanceMat.uniforms[ "map" ].value = adaptToneMappingPass.currentLuminanceRT;
  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. if ( hdrToneMappingPass.setAverageLuminance ) {
  354. hdrToneMappingPass.setAverageLuminance( params.avgLuminance );
  355. }
  356. ldrToneMappingPass.enabled = params.enabled;
  357. ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
  358. ldrToneMappingPass.setMiddleGrey( params.middleGrey );
  359. if ( ldrToneMappingPass.setAverageLuminance ) {
  360. ldrToneMappingPass.setAverageLuminance( params.avgLuminance );
  361. }
  362. }
  363. directionalLight.intensity = params.sunLight;
  364. orbitControls.update();
  365. render();
  366. }
  367. function render() {
  368. camera.lookAt( scene.position );
  369. cameraCube.rotation.copy( camera.rotation );
  370. renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
  371. ldrEffectComposer.render( 0.017 );
  372. renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
  373. hdrEffectComposer.render( 0.017 );
  374. renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
  375. dynamicHdrEffectComposer.render( 0.017 );
  376. }
  377. </script>
  378. </body>
  379. </html>