webgl_shaders_tonemapping.html 17 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. <style>
  8. body {
  9. background:#000;
  10. color:#fff;
  11. padding:0;
  12. margin:0;
  13. overflow:hidden;
  14. font-family:georgia;
  15. text-align:center;
  16. }
  17. h1 { }
  18. a { color:skyblue; text-decoration:none }
  19. canvas { pointer-events:none; z-index:0; position:relative; }
  20. .label { background-color: black; position: absolute; z-index: 100; padding: 5px }
  21. </style>
  22. </head>
  23. <body>
  24. <div id="d">
  25. <div id="info">
  26. <a href="http://threejs.org" target="_blank">three.js</a> webgl demo :
  27. Earth diffuse and city lights by <a href="http://seanward.org" target="_blank">Sean Ward</a> :
  28. </div>
  29. <div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
  30. <div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
  31. <div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
  32. <div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
  33. <div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
  34. <div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
  35. </div>
  36. <script src="../build/three.min.js"></script>
  37. <script src="js/Detector.js"></script>
  38. <script src="js/libs/dat.gui.min.js"></script>
  39. <script src="js/shaders/CopyShader.js"></script>
  40. <script src="js/shaders/LuminosityShader.js"></script>
  41. <script src="js/shaders/ConvolutionShader.js"></script>
  42. <script src="js/shaders/ToneMapShader.js"></script>
  43. <script src="js/shaders/GammaCorrectionShader.js"></script>
  44. <script src="js/postprocessing/EffectComposer.js"></script>
  45. <script src="js/postprocessing/RenderPass.js"></script>
  46. <script src="js/postprocessing/MaskPass.js"></script>
  47. <script src="js/postprocessing/ShaderPass.js"></script>
  48. <script src="js/postprocessing/BloomPass.js"></script>
  49. <script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
  50. <script src="js/controls/OrbitControls.js"></script>
  51. <script>
  52. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  53. var container;
  54. var bloomPass, adaptToneMappingPass;
  55. var params;
  56. var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
  57. var cameraCube, sceneCube;
  58. var cameraBG, debugScene;
  59. var adaptiveLuminanceMat, currentLuminanceRT, previousLuminanceMat;
  60. var directionalLight;
  61. var orbitControls;
  62. var windowHalfX = window.innerWidth / 2;
  63. var windowHalfY = window.innerHeight / 2;
  64. var windowThirdX = window.innerWidth / 3;
  65. var windowThirdY = window.innerHeight / 3;
  66. init();
  67. animate();
  68. function init() {
  69. params = {
  70. bloomAmount: 1.0,
  71. sunLight: 4.0,
  72. enabled: true,
  73. avgLuminance: 0.7,
  74. middleGrey: 0.04,
  75. maxLuminance: 16,
  76. adaptionRate: 2.0,
  77. };
  78. container = document.createElement( 'div' );
  79. document.body.appendChild( container );
  80. // CAMERAS
  81. camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
  82. camera.position.x = 700;
  83. camera.position.y = 400;
  84. camera.position.z = 800;
  85. cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
  86. cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
  87. cameraBG.position.z = 100;
  88. orbitControls = new THREE.OrbitControls( camera, container );
  89. orbitControls.autoRotate = true;
  90. orbitControls.autoRotateSpeed = 1;
  91. // SCENE
  92. scene = new THREE.Scene();
  93. sceneCube = new THREE.Scene();
  94. debugScene = new THREE.Scene();
  95. // LIGHTS
  96. var ambient = new THREE.AmbientLight( 0x050505 );
  97. scene.add( ambient );
  98. directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
  99. directionalLight.position.set( 2, 0, 10 ).normalize();
  100. scene.add( directionalLight );
  101. var atmoShader = {
  102. side: THREE.BackSide,
  103. // blending: THREE.AdditiveBlending,
  104. transparent: true,
  105. lights: true,
  106. uniforms: THREE.UniformsUtils.merge( [
  107. THREE.UniformsLib[ "common" ],
  108. THREE.UniformsLib[ "ambient" ],
  109. THREE.UniformsLib[ "lights" ],
  110. ] ),
  111. vertexShader: [
  112. "varying vec3 vViewPosition;",
  113. "varying vec3 vNormal;",
  114. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  115. "void main() {",
  116. THREE.ShaderChunk[ "beginnormal_vertex" ],
  117. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  118. " vNormal = normalize( transformedNormal );",
  119. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  120. "vViewPosition = -mvPosition.xyz;",
  121. "gl_Position = projectionMatrix * mvPosition;",
  122. "}"
  123. ].join("\n"),
  124. fragmentShader: [
  125. THREE.ShaderChunk[ "common" ],
  126. THREE.ShaderChunk[ "bsdfs" ],
  127. THREE.ShaderChunk[ "ambient_pars" ],
  128. THREE.ShaderChunk[ "lights_pars" ],
  129. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  130. "void main() {",
  131. "vec3 normal = normalize( -vNormal );",
  132. "vec3 viewPosition = normalize( vViewPosition );",
  133. "#if NUM_DIR_LIGHTS > 0",
  134. "vec3 dirDiffuse = vec3( 0.0 );",
  135. "for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
  136. "vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
  137. "vec3 dirVector = normalize( lDirection.xyz );",
  138. "float dotProduct = dot( viewPosition, dirVector );",
  139. "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
  140. "dotProduct *= dotProduct;",
  141. "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
  142. "}",
  143. "#endif",
  144. //Fade out atmosphere at edge
  145. "float viewDot = abs(dot( normal, viewPosition ));",
  146. "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
  147. "vec3 colour = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
  148. "gl_FragColor = vec4( colour, viewDot );",
  149. "}"
  150. ].join("\n"),
  151. };
  152. var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
  153. var earthMat = new THREE.MeshPhongMaterial( {
  154. color: 0xffffff,
  155. shininess: 200
  156. } );
  157. var earthDiffuse = THREE.ImageUtils.loadTexture( 'textures/planets/earth_atmos_4096.jpg', undefined, function( tex ) {
  158. earthMat.map = tex;
  159. earthMat.needsUpdate = true;
  160. } );
  161. var earthSpecular = THREE.ImageUtils.loadTexture( 'textures/planets/earth_specular_2048.jpg', undefined, function( tex ) {
  162. earthMat.specularMap = tex;
  163. earthMat.needsUpdate = true;
  164. } );
  165. // var earthNormal = THREE.ImageUtils.loadTexture( 'textures/planets/earth-new-normal-2048.jpg', undefined, function( tex ) {
  166. // earthMat.normalMap = tex;
  167. // earthMat.needsUpdate = true;
  168. // } );
  169. var earthLightsMat = new THREE.MeshBasicMaterial( {
  170. color: 0xffffff,
  171. blending: THREE.AdditiveBlending,
  172. transparent: true,
  173. depthTest: false
  174. } );
  175. var earthLights = THREE.ImageUtils.loadTexture( 'textures/planets/earth_lights_2048.png', undefined, function( tex ) {
  176. earthLightsMat.map = tex;
  177. earthLightsMat.needsUpdate = true;
  178. } );
  179. var earthCloudsMat = new THREE.MeshLambertMaterial( {
  180. color: 0xffffff,
  181. blending: THREE.NormalBlending,
  182. transparent: true,
  183. depthTest: false
  184. } );
  185. var earthClouds = THREE.ImageUtils.loadTexture( 'textures/planets/earth_clouds_2048.png', undefined, function( tex ) {
  186. earthCloudsMat.map = tex;
  187. earthCloudsMat.needsUpdate = true;
  188. } );
  189. var earthGeo = new THREE.SphereGeometry( 600, 24, 24 );
  190. var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
  191. scene.add( sphereMesh );
  192. var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
  193. scene.add( sphereLightsMesh );
  194. var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
  195. scene.add( sphereCloudsMesh );
  196. var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
  197. sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
  198. scene.add( sphereAtmoMesh );
  199. var vBGShader = [
  200. // "attribute vec2 uv;",
  201. "varying vec2 vUv;",
  202. "void main() {",
  203. "vUv = uv;",
  204. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  205. "}"
  206. ].join("\n");
  207. var pBGShader = [
  208. "uniform sampler2D map;",
  209. "varying vec2 vUv;",
  210. "void main() {",
  211. "vec2 sampleUV = vUv;",
  212. "vec4 colour = texture2D( map, sampleUV, 0.0 );",
  213. "gl_FragColor = vec4( colour.xyz, 1.0 );",
  214. "}"
  215. ].join("\n");
  216. // Skybox
  217. adaptiveLuminanceMat = new THREE.ShaderMaterial( {
  218. uniforms: {
  219. map: { type: 't', value: null }
  220. },
  221. vertexShader: vBGShader,
  222. fragmentShader: pBGShader,
  223. depthTest: false,
  224. // color: 0xffffff
  225. blending: THREE.NoBlending
  226. } );
  227. currentLuminanceMat = new THREE.ShaderMaterial( {
  228. uniforms: {
  229. map: { type: 't', value: null }
  230. },
  231. vertexShader: vBGShader,
  232. fragmentShader: pBGShader,
  233. depthTest: false,
  234. // color: 0xffffff
  235. // blending: THREE.NoBlending
  236. } );
  237. var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
  238. quadBG.position.z = -500;
  239. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
  240. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  241. debugScene.add( quadBG );
  242. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
  243. quadBG.position.z = -500;
  244. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
  245. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  246. debugScene.add( quadBG );
  247. var r = "textures/cube/MilkyWay/";
  248. var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
  249. r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
  250. r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
  251. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  252. textureCube.format = THREE.RGBFormat;
  253. var skyboxShader = THREE.ShaderLib[ "cube" ];
  254. skyboxShader.uniforms[ "tCube" ].value = textureCube;
  255. var skyboxMaterial = new THREE.ShaderMaterial( {
  256. fragmentShader: skyboxShader.fragmentShader,
  257. vertexShader: skyboxShader.vertexShader,
  258. uniforms: skyboxShader.uniforms,
  259. depthWrite: false,
  260. side: THREE.BackSide
  261. } ),
  262. mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial );
  263. sceneCube.add( mesh );
  264. renderer = new THREE.WebGLRenderer();
  265. renderer.setPixelRatio( window.devicePixelRatio );
  266. renderer.setSize( window.innerWidth, window.innerHeight );
  267. renderer.setFaceCulling( THREE.CullFaceNone );
  268. renderer.autoClear = false;
  269. renderer.gammaInput = true;
  270. renderer.gammaOutput = false;
  271. container.appendChild( renderer.domElement );
  272. var extensions = new THREE.WebGLExtensions( renderer.getContext() );
  273. // var width = window.innerWidth || 1;
  274. var height = window.innerHeight || 1;
  275. var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  276. var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  277. ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
  278. if ( extensions.get('OES_texture_half_float_linear') ) {
  279. parameters.type = THREE.FloatType;
  280. }
  281. var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  282. dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  283. dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
  284. hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  285. var debugPass = new THREE.RenderPass( debugScene, cameraBG );
  286. debugPass.clear = false;
  287. var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
  288. var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
  289. scenePass.clear = false;
  290. adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
  291. adaptToneMappingPass.needsSwap = true;
  292. ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  293. hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  294. bloomPass = new THREE.BloomPass();
  295. var gammaCorrectionPass = new THREE.ShaderPass( THREE.GammaCorrectionShader );
  296. gammaCorrectionPass.renderToScreen = true;
  297. dynamicHdrEffectComposer.addPass( skyboxPass );
  298. dynamicHdrEffectComposer.addPass( scenePass );
  299. dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
  300. // dynamicHdrEffectComposer.addPass( debugPass );
  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 gammaPass = new THREE.ShaderPass( GammaShader );
  314. // gammaPass.renderToScreen = true;
  315. // ldrEffectComposer.addPass( gammaPass );
  316. var gui = new dat.GUI();
  317. // dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
  318. var sceneGui = gui.addFolder( 'Scenes' );
  319. var toneMappingGui = gui.addFolder( 'ToneMapping' );
  320. var staticToneMappingGui = gui.addFolder( 'StaticOnly' );
  321. var adaptiveToneMappingGui = gui.addFolder( 'AdaptiveOnly' );
  322. sceneGui.add( params, 'bloomAmount', 0.0, 10.0 );
  323. sceneGui.add( params, 'sunLight', 0.1, 12.0 );
  324. toneMappingGui.add( params, 'enabled' );
  325. toneMappingGui.add( params, 'middleGrey', 0, 12 );
  326. toneMappingGui.add( params, 'maxLuminance', 1, 30 );
  327. staticToneMappingGui.add( params, 'avgLuminance', 0.001, 2.0 );
  328. adaptiveToneMappingGui.add( params, 'adaptionRate', 0.0, 10.0 );
  329. gui.open();
  330. window.addEventListener( 'resize', onWindowResize, false );
  331. }
  332. function onWindowResize() {
  333. windowHalfX = window.innerWidth / 2;
  334. windowHalfY = window.innerHeight / 2;
  335. windowThirdX = window.innerWidth / 3;
  336. windowThirdY = window.innerHeight / 3;
  337. camera.aspect = windowThirdX / window.innerHeight;
  338. camera.updateProjectionMatrix();
  339. cameraCube.aspect = windowThirdX / window.innerHeight;
  340. cameraCube.updateProjectionMatrix();
  341. renderer.setSize( window.innerWidth, window.innerHeight );
  342. }
  343. function animate() {
  344. requestAnimationFrame( animate );
  345. if ( bloomPass ) {
  346. bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
  347. }
  348. if ( adaptToneMappingPass ) {
  349. adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
  350. adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
  351. currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
  352. adaptToneMappingPass.enabled = params.enabled;
  353. adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
  354. adaptToneMappingPass.setMiddleGrey( params.middleGrey );
  355. hdrToneMappingPass.enabled = params.enabled;
  356. hdrToneMappingPass.setMaxLuminance( params.maxLuminance );
  357. hdrToneMappingPass.setMiddleGrey( params.middleGrey );
  358. if ( hdrToneMappingPass.setAverageLuminance ) {
  359. hdrToneMappingPass.setAverageLuminance( params.avgLuminance );
  360. }
  361. ldrToneMappingPass.enabled = params.enabled;
  362. ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
  363. ldrToneMappingPass.setMiddleGrey( params.middleGrey );
  364. if ( ldrToneMappingPass.setAverageLuminance ) {
  365. ldrToneMappingPass.setAverageLuminance( params.avgLuminance );
  366. }
  367. }
  368. directionalLight.intensity = params.sunLight;
  369. orbitControls.update();
  370. render();
  371. }
  372. function render() {
  373. camera.lookAt( scene.position );
  374. cameraCube.rotation.copy( camera.rotation );
  375. renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
  376. ldrEffectComposer.render( 0.017 );
  377. renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
  378. hdrEffectComposer.render( 0.017 );
  379. renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
  380. dynamicHdrEffectComposer.render( 0.017 );
  381. }
  382. </script>
  383. </body>
  384. </html>