webgl_shading_physical.html 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482
  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: #fff;
  10. font-family: Monospace;
  11. font-size: 13px;
  12. text-align: center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: absolute;
  20. width: 100%;
  21. text-align: center;
  22. padding: 5px;
  23. }
  24. a { color: skyblue; }
  25. #stats #fps { background: transparent !important }
  26. #stats #fps #fpsText { color: #444 !important }
  27. #stats #fps #fpsGraph { display: none }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank">three.js</a> - webgl physically based shading testbed
  33. </div>
  34. <script src="../build/three.min.js"></script>
  35. <script src="js/controls/TrackballControls.js"></script>
  36. <script src="js/AnimationClipCreator.js"></script>
  37. <script src="js/Detector.js"></script>
  38. <script src="js/libs/stats.min.js"></script>
  39. <script src="js/libs/tween.min.js"></script>
  40. <script src='js/libs/dat.gui.min.js'></script>
  41. <script>
  42. var DAY = 0;
  43. var container, stats;
  44. var camera, scene, renderer;
  45. var mesh, geometry;
  46. var cubeCamera;
  47. var sunLight, pointLight, ambientLight;
  48. var mixer;
  49. var parameters, tweenDirection, tweenDay, tweenNight;
  50. var clock = new THREE.Clock();
  51. var gui, shadowConfig = {
  52. shadowCameraVisible: false,
  53. shadowCameraNear: 750,
  54. shadowCameraFar: 4000,
  55. shadowCameraFov: 30,
  56. shadowBias: -0.0002
  57. };
  58. init();
  59. animate();
  60. function init() {
  61. container = document.createElement( 'div' );
  62. document.body.appendChild( container );
  63. // CAMERA
  64. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 2, 10000 );
  65. camera.position.set( 500, 400, 1200 );
  66. // SCENE
  67. scene = new THREE.Scene();
  68. scene.fog = new THREE.Fog( 0x00aaff, 1000, 10000 );
  69. // CUBE CAMERA
  70. cubeCamera = new THREE.CubeCamera( 1, 10000, 128 );
  71. // TEXTURES
  72. var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
  73. textureSquares.repeat.set( 50, 50 );
  74. textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
  75. textureSquares.magFilter = THREE.NearestFilter;
  76. textureSquares.format = THREE.RGBFormat;
  77. var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
  78. textureNoiseColor.repeat.set( 1, 1 );
  79. textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
  80. textureNoiseColor.format = THREE.RGBFormat;
  81. var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
  82. textureLava.repeat.set( 6, 2 );
  83. textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
  84. textureLava.format = THREE.RGBFormat;
  85. //
  86. var path = "textures/cube/SwedishRoyalCastle/";
  87. var format = '.jpg';
  88. var urls = [
  89. path + 'px' + format, path + 'nx' + format,
  90. path + 'py' + format, path + 'ny' + format,
  91. path + 'pz' + format, path + 'nz' + format
  92. ];
  93. var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  94. // GROUND
  95. var groundMaterial = new THREE.MeshPhongMaterial( {
  96. shininess: 80,
  97. color: 0xffffff,
  98. specular: 0xffffff,
  99. map: textureSquares
  100. } );
  101. var planeGeometry = new THREE.PlaneBufferGeometry( 100, 100 );
  102. var ground = new THREE.Mesh( planeGeometry, groundMaterial );
  103. ground.position.set( 0, 0, 0 );
  104. ground.rotation.x = - Math.PI / 2;
  105. ground.scale.set( 1000, 1000, 1000 );
  106. ground.receiveShadow = true;
  107. scene.add( ground );
  108. // MATERIALS
  109. var shader = THREE.ShaderLib[ "cube" ];
  110. shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
  111. shader.uniforms[ "tFlip" ].value = 1;
  112. var materialCube = new THREE.ShaderMaterial( {
  113. fragmentShader: shader.fragmentShader,
  114. vertexShader: shader.vertexShader,
  115. uniforms: shader.uniforms
  116. } );
  117. var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, map: textureNoiseColor } );
  118. var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, map: textureLava } );
  119. var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );
  120. // OBJECTS
  121. var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
  122. var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
  123. var cubeGeometry = new THREE.BoxGeometry( 150, 150, 150 );
  124. addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
  125. addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
  126. mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
  127. mesh.add( cubeCamera );
  128. function addObjectColor( geometry, color, x, y, z, ry ) {
  129. var material = new THREE.MeshPhongMaterial( { color: 0xffffff } );
  130. return addObject( geometry, material, x, y, z, ry );
  131. }
  132. function addObject( geometry, material, x, y, z, ry ) {
  133. var tmpMesh = new THREE.Mesh( geometry, material );
  134. tmpMesh.material.color.offsetHSL( 0.1, -0.1, 0 );
  135. tmpMesh.position.set( x, y, z );
  136. tmpMesh.rotation.y = ry;
  137. tmpMesh.castShadow = true;
  138. tmpMesh.receiveShadow = true;
  139. scene.add( tmpMesh );
  140. return tmpMesh;
  141. }
  142. var bigCube = new THREE.BoxGeometry( 50, 500, 50 );
  143. var midCube = new THREE.BoxGeometry( 50, 200, 50 );
  144. var smallCube = new THREE.BoxGeometry( 100, 100, 100 );
  145. addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
  146. addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
  147. addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
  148. addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
  149. addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
  150. addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
  151. addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
  152. addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
  153. addObjectColor( new THREE.BoxGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
  154. addObjectColor( new THREE.BoxGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
  155. addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
  156. // MORPHS
  157. var loader = new THREE.JSONLoader();
  158. loader.load( "models/animated/sittingBox.js", function( geometry ) {
  159. var morphMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, side: THREE.DoubleSide, shading: THREE.FlatShading } );
  160. var mesh = new THREE.Mesh( geometry, morphMaterial );
  161. mixer = new THREE.AnimationMixer( mesh );
  162. mixer.clipAction( geometry.animations[0] ).setDuration( 10 ).play();
  163. var s = 200;
  164. mesh.scale.set( s, s, s );
  165. //morph.duration = 8000;
  166. //morph.mirroredLoop = true;
  167. mesh.castShadow = true;
  168. mesh.receiveShadow = true;
  169. scene.add( mesh );
  170. } );
  171. // LIGHTS
  172. var sunIntensity = 0.3,
  173. pointIntensity = 1,
  174. pointColor = 0xffaa00;
  175. if ( DAY ) {
  176. sunIntensity = 1;
  177. pointIntensity = 0.5;
  178. pointColor = 0xffffff;
  179. }
  180. ambientLight = new THREE.AmbientLight( 0x3f2806 );
  181. scene.add( ambientLight );
  182. pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
  183. pointLight.position.set( 0, 0, 0 );
  184. scene.add( pointLight );
  185. sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2, 1 );
  186. sunLight.position.set( 1000, 2000, 1000 );
  187. sunLight.castShadow = true;
  188. sunLight.shadowBias = -0.0002;
  189. sunLight.shadowCameraNear = 750;
  190. sunLight.shadowCameraFar = 4000;
  191. sunLight.shadowCameraFov = 30;
  192. sunLight.shadowCameraVisible = false;
  193. scene.add( sunLight );
  194. // RENDERER
  195. renderer = new THREE.WebGLRenderer( { antialias: true } );
  196. renderer.setClearColor( scene.fog.color );
  197. renderer.setPixelRatio( window.devicePixelRatio );
  198. renderer.setSize( window.innerWidth, window.innerHeight );
  199. container.appendChild( renderer.domElement );
  200. //
  201. renderer.shadowMap.enabled = true;
  202. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  203. //
  204. renderer.gammaInput = true;
  205. renderer.gammaOutput = true;
  206. //
  207. controls = new THREE.TrackballControls( camera, renderer.domElement );
  208. controls.target.set( 0, 120, 0 );
  209. controls.rotateSpeed = 1.0;
  210. controls.zoomSpeed = 1.2;
  211. controls.panSpeed = 0.8;
  212. controls.noZoom = false;
  213. controls.noPan = false;
  214. controls.staticMoving = true;
  215. controls.dynamicDampingFactor = 0.15;
  216. controls.keys = [ 65, 83, 68 ];
  217. // STATS
  218. stats = new Stats();
  219. container.appendChild( stats.domElement );
  220. // EVENTS
  221. window.addEventListener( 'resize', onWindowResize, false );
  222. document.addEventListener( 'keydown', onKeyDown, false );
  223. // TWEEN
  224. parameters = { control: 0 };
  225. tweenDirection = -1;
  226. tweenDay = new TWEEN.Tween( parameters ).to( { control: 1 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
  227. tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
  228. // GUI
  229. gui = new dat.GUI();
  230. shadowGUI = gui.addFolder( "Shadow" );
  231. shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
  232. sunLight.shadowCameraVisible = shadowConfig.shadowCameraVisible;
  233. });
  234. shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
  235. sunLight.shadowCamera.near = shadowConfig.shadowCameraNear;
  236. sunLight.shadowCamera.updateProjectionMatrix();
  237. });
  238. shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
  239. sunLight.shadowCamera.far = shadowConfig.shadowCameraFar;
  240. sunLight.shadowCamera.updateProjectionMatrix();
  241. });
  242. shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
  243. sunLight.shadowCamera.fov = shadowConfig.shadowCameraFov;
  244. sunLight.shadowCamera.updateProjectionMatrix();
  245. });
  246. shadowGUI.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
  247. sunLight.shadowBias = shadowConfig.shadowBias;
  248. });
  249. shadowGUI.open();
  250. }
  251. //
  252. function onWindowResize( event ) {
  253. camera.aspect = window.innerWidth / window.innerHeight;
  254. camera.updateProjectionMatrix();
  255. renderer.setSize( window.innerWidth, window.innerHeight );
  256. controls.handleResize();
  257. }
  258. //
  259. function onKeyDown ( event ) {
  260. switch ( event.keyCode ) {
  261. case 78: /*N*/
  262. if ( tweenDirection == 1 ) {
  263. tweenDay.stop();
  264. tweenNight.start();
  265. tweenDirection = -1;
  266. } else {
  267. tweenNight.stop();
  268. tweenDay.start();
  269. tweenDirection = 1;
  270. }
  271. break;
  272. }
  273. }
  274. //
  275. function animate() {
  276. requestAnimationFrame( animate );
  277. render();
  278. stats.update();
  279. }
  280. function render() {
  281. // update
  282. var delta = clock.getDelta();
  283. TWEEN.update();
  284. controls.update();
  285. if ( mixer ) {
  286. mixer.update( delta );
  287. }
  288. scene.fog.color.setHSL( 0.63, 0.05, parameters.control );
  289. renderer.setClearColor( scene.fog.color );
  290. sunLight.intensity = parameters.control * 0.7 + 0.3;
  291. pointLight.intensity = - parameters.control * 0.5 + 1;
  292. pointLight.color.setHSL( 0.1, 0.75, parameters.control * 0.5 + 0.5 );
  293. // render cube map
  294. mesh.visible = false;
  295. cubeCamera.updateCubeMap( renderer, scene );
  296. mesh.visible = true;
  297. // render scene
  298. renderer.render( scene, camera );
  299. }
  300. </script>
  301. </body>
  302. </html>