2
0

webgl_postprocessing_godrays.html 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395
  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. <style>
  8. body {
  9. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. text-align:center;
  15. font-weight: bold;
  16. text-align:center;
  17. }
  18. a {
  19. color:#0078ff;
  20. }
  21. #info {
  22. color:#fff;
  23. position: absolute;
  24. top: 0px; width: 100%;
  25. padding: 5px;
  26. z-index:100;
  27. }
  28. </style>
  29. </head>
  30. <body>
  31. <script src="../build/three.js"></script>
  32. <script src="js/loaders/OBJLoader.js"></script>
  33. <script src="js/ShaderGodRays.js"></script>
  34. <script src="js/Detector.js"></script>
  35. <script src="js/libs/stats.min.js"></script>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank">three.js</a> - webgl god-rays example - tree by <a href="http://www.turbosquid.com/3d-models/free-tree-3d-model/592617" target="_blank">stanloshka</a>
  38. </div>
  39. <script>
  40. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  41. var container, stats;
  42. var camera, scene, renderer, materialDepth;
  43. var sphereMesh;
  44. var sunPosition = new THREE.Vector3( 0, 1000, -1000 );
  45. var screenSpacePosition = new THREE.Vector3();
  46. var mouseX = 0, mouseY = 0;
  47. var windowHalfX = window.innerWidth / 2;
  48. var windowHalfY = window.innerHeight / 2;
  49. var postprocessing = { enabled : true };
  50. var orbitRadius = 200;
  51. var bgColor = 0x000511;
  52. var sunColor = 0xffee00;
  53. init();
  54. animate();
  55. function init() {
  56. container = document.createElement( 'div' );
  57. document.body.appendChild( container );
  58. //
  59. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  60. camera.position.z = 200;
  61. scene = new THREE.Scene();
  62. //
  63. materialDepth = new THREE.MeshDepthMaterial();
  64. var materialScene = new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading } );
  65. // tree
  66. var loader = new THREE.OBJLoader();
  67. loader.load( "models/obj/tree.obj", function ( object ) {
  68. object.material = materialScene;
  69. object.position.set( 0, -150, -150 );
  70. object.scale.multiplyScalar( 400 );
  71. scene.add( object );
  72. } );
  73. // sphere
  74. var geo = new THREE.SphereGeometry( 1, 20, 10 );
  75. sphereMesh = new THREE.Mesh( geo, materialScene );
  76. sphereMesh.scale.multiplyScalar( 20 );
  77. scene.add( sphereMesh );
  78. //
  79. renderer = new THREE.WebGLRenderer( { antialias: false } );
  80. renderer.setClearColor( bgColor );
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. container.appendChild( renderer.domElement );
  84. renderer.autoClear = false;
  85. renderer.sortObjects = false;
  86. //
  87. stats = new Stats();
  88. container.appendChild( stats.dom );
  89. //
  90. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  91. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  92. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  93. //
  94. initPostprocessing();
  95. }
  96. //
  97. function onDocumentMouseMove( event ) {
  98. mouseX = event.clientX - windowHalfX;
  99. mouseY = event.clientY - windowHalfY;
  100. }
  101. function onDocumentTouchStart( event ) {
  102. if ( event.touches.length === 1 ) {
  103. event.preventDefault();
  104. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  105. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  106. }
  107. }
  108. function onDocumentTouchMove( event ) {
  109. if ( event.touches.length === 1 ) {
  110. event.preventDefault();
  111. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  112. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  113. }
  114. }
  115. //
  116. function initPostprocessing() {
  117. postprocessing.scene = new THREE.Scene();
  118. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  119. postprocessing.camera.position.z = 100;
  120. postprocessing.scene.add( postprocessing.camera );
  121. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  122. postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  123. // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
  124. // investigate further for now.
  125. // pars.format = THREE.LuminanceFormat;
  126. // I would have this quarter size and use it as one of the ping-pong render
  127. // targets but the aliasing causes some temporal flickering
  128. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  129. // Aggressive downsize god-ray ping-pong render targets to minimize cost
  130. var w = window.innerWidth / 4.0;
  131. var h = window.innerHeight / 4.0;
  132. postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( w, h, pars );
  133. postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( w, h, pars );
  134. // god-ray shaders
  135. var godraysGenShader = THREE.ShaderGodRays[ "godrays_generate" ];
  136. postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
  137. postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
  138. uniforms: postprocessing.godrayGenUniforms,
  139. vertexShader: godraysGenShader.vertexShader,
  140. fragmentShader: godraysGenShader.fragmentShader
  141. } );
  142. var godraysCombineShader = THREE.ShaderGodRays[ "godrays_combine" ];
  143. postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
  144. postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
  145. uniforms: postprocessing.godrayCombineUniforms,
  146. vertexShader: godraysCombineShader.vertexShader,
  147. fragmentShader: godraysCombineShader.fragmentShader
  148. } );
  149. var godraysFakeSunShader = THREE.ShaderGodRays[ "godrays_fake_sun" ];
  150. postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
  151. postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
  152. uniforms: postprocessing.godraysFakeSunUniforms,
  153. vertexShader: godraysFakeSunShader.vertexShader,
  154. fragmentShader: godraysFakeSunShader.fragmentShader
  155. } );
  156. postprocessing.godraysFakeSunUniforms.bgColor.value.setHex( bgColor );
  157. postprocessing.godraysFakeSunUniforms.sunColor.value.setHex( sunColor );
  158. postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
  159. postprocessing.quad = new THREE.Mesh(
  160. new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ),
  161. postprocessing.materialGodraysGenerate
  162. );
  163. postprocessing.quad.position.z = -9900;
  164. postprocessing.scene.add( postprocessing.quad );
  165. }
  166. function animate() {
  167. requestAnimationFrame( animate, renderer.domElement );
  168. stats.begin();
  169. render();
  170. stats.end();
  171. }
  172. function render() {
  173. var time = Date.now() / 4000;
  174. sphereMesh.position.x = orbitRadius * Math.cos( time );
  175. sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
  176. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  177. camera.position.y += ( - ( mouseY ) - camera.position.y ) * 0.036;
  178. camera.lookAt( scene.position );
  179. if ( postprocessing.enabled ) {
  180. // Find the screenspace position of the sun
  181. screenSpacePosition.copy( sunPosition ).project( camera );
  182. screenSpacePosition.x = ( screenSpacePosition.x + 1 ) / 2;
  183. screenSpacePosition.y = ( screenSpacePosition.y + 1 ) / 2;
  184. // Give it to the god-ray and sun shaders
  185. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  186. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  187. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  188. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  189. // -- Draw sky and sun --
  190. // Clear colors and depths, will clear to sky color
  191. renderer.clearTarget( postprocessing.rtTextureColors, true, true, false );
  192. // Sun render. Runs a shader that gives a brightness based on the screen
  193. // space distance to the sun. Not very efficient, so i make a scissor
  194. // rectangle around the suns position to avoid rendering surrounding pixels.
  195. var sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
  196. var sunsqW = 0.74 * window.innerHeight; // both depend on height because sun is aspect-corrected
  197. screenSpacePosition.x *= window.innerWidth;
  198. screenSpacePosition.y *= window.innerHeight;
  199. renderer.setScissor( screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH );
  200. renderer.setScissorTest( true );
  201. postprocessing.godraysFakeSunUniforms[ "fAspect" ].value = window.innerWidth / window.innerHeight;
  202. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
  203. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureColors );
  204. renderer.setScissorTest( false );
  205. // -- Draw scene objects --
  206. // Colors
  207. scene.overrideMaterial = null;
  208. renderer.render( scene, camera, postprocessing.rtTextureColors );
  209. // Depth
  210. scene.overrideMaterial = materialDepth;
  211. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  212. // -- Render god-rays --
  213. // Maximum length of god-rays (in texture space [0,1]X[0,1])
  214. var filterLen = 1.0;
  215. // Samples taken by filter
  216. var TAPS_PER_PASS = 6.0;
  217. // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
  218. // would start with a small filter support and grow to large. however
  219. // the large-to-small order produces less objectionable aliasing artifacts that
  220. // appear as a glimmer along the length of the beams
  221. // pass 1 - render into first ping-pong target
  222. var pass = 1.0;
  223. var stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  224. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  225. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureDepth.texture;
  226. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
  227. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays2 );
  228. // pass 2 - render into second ping-pong target
  229. pass = 2.0;
  230. stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  231. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  232. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays2.texture;
  233. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays1 );
  234. // pass 3 - 1st RT
  235. pass = 3.0;
  236. stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  237. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  238. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays1.texture;
  239. renderer.render( postprocessing.scene, postprocessing.camera , postprocessing.rtTextureGodRays2 );
  240. // final pass - composite god-rays onto colors
  241. postprocessing.godrayCombineUniforms["tColors"].value = postprocessing.rtTextureColors.texture;
  242. postprocessing.godrayCombineUniforms["tGodRays"].value = postprocessing.rtTextureGodRays2.texture;
  243. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
  244. renderer.render( postprocessing.scene, postprocessing.camera );
  245. postprocessing.scene.overrideMaterial = null;
  246. } else {
  247. renderer.clear();
  248. renderer.render( scene, camera );
  249. }
  250. }
  251. </script>
  252. </body>
  253. </html>