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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>threejs webgl - materials - hdr environment mapping</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- background-color: #000000;
- margin: 0px;
- overflow: hidden;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
- font-weight: bold;
- }
- a {
- color:#00ff78;
- }
- #info {
- color: #fff;
- position: absolute;
- top: 10px;
- width: 100%;
- text-align: center;
- display:block;
- }
- .dg.ac {
- z-index: 1 !important; /* FIX DAT.GUI */
- }
- </style>
- </head>
- <body>
- <script src="../build/three.js"></script>
- <script src="js/controls/OrbitControls.js"></script>
- <script src="js/loaders/RGBELoader.js"></script>
- <script src="js/loaders/HDRCubeTextureLoader.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/Half.js"></script>
- <script src="js/Encodings.js"></script>
- <script src="js/pmrem/PMREMGenerator.js"></script>
- <script src="js/pmrem/PMREMCubeUVPacker.js"></script>
- <script src="js/libs/dat.gui.min.js"></script>
- <script src="js/postprocessing/EffectComposer.js"></script>
- <script src="js/postprocessing/RenderPass.js"></script>
- <script src="js/postprocessing/MaskPass.js"></script>
- <script src="js/postprocessing/ShaderPass.js"></script>
- <script src="js/shaders/CopyShader.js"></script>
- <script src="js/shaders/FXAAShader.js"></script>
- <script src="js/shaders/ConvolutionShader.js"></script>
- <script src="js/shaders/LuminosityHighPassShader.js"></script>
- <script src="js/postprocessing/UnrealBloomPass.js"></script>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - Bloom pass by <a href="http://eduperiment.com" target="_blank">Prashant Sharma</a> and <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/>
- This Bloom Pass is inspired by the bloom pass of the Unreal Engine. It creates a mip map chain of bloom textures and blur them <br>
- with different radii. Because of the weigted combination of mips, and since larger blurs are done on higher mips this bloom <br>
- is better in quality and performance.<br>
- </div>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var params = {
- projection: 'normal',
- background: false,
- exposure: 1.0,
- bloomStrength: 1.5,
- bloomThreshold: 0.85,
- bloomRadius: 0.4
- };
- var camera, scene, renderer, controls, objects = [];
- var effectFXAA, bloomPass, renderScene;
- var hdrCubeMap;
- var composer;
- var standardMaterial;
- var hdrCubeRenderTarget;
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
- camera.position.set( 0.0, 35, 35 * 3.5 );
- scene = new THREE.Scene();
- renderer = new THREE.WebGLRenderer( { antialias: false } );
- renderer.setClearColor( new THREE.Color( 0x111111 ) );
- renderer.toneMapping = THREE.LinearToneMapping;
- standardMaterial = new THREE.MeshStandardMaterial( {
- map: null,
- color: 0xffffff,
- metalness: 1.0,
- shading: THREE.SmoothShading
- } );
- var geometry = new THREE.TorusKnotGeometry( 18, 8, 150, 20 );;
- var torusMesh1 = new THREE.Mesh( geometry, standardMaterial );
- torusMesh1.position.x = 0.0;
- torusMesh1.castShadow = true;
- torusMesh1.receiveShadow = true;
- scene.add( torusMesh1 );
- objects.push( torusMesh1 );
- var textureLoader = new THREE.TextureLoader();
- textureLoader.load( "./textures/roughness_map.jpg", function( map ) {
- map.wrapS = THREE.RepeatWrapping;
- map.wrapT = THREE.RepeatWrapping;
- map.anisotropy = 4;
- map.repeat.set( 9, 2 );
- standardMaterial.roughnessMap = map;
- standardMaterial.bumpMap = map;
- standardMaterial.needsUpdate = true;
- } );
- var genCubeUrls = function( prefix, postfix ) {
- return [
- prefix + 'px' + postfix, prefix + 'nx' + postfix,
- prefix + 'py' + postfix, prefix + 'ny' + postfix,
- prefix + 'pz' + postfix, prefix + 'nz' + postfix
- ];
- };
- var hdrUrls = genCubeUrls( "./textures/cube/pisaHDR/", ".hdr" );
- new THREE.HDRCubeTextureLoader().load( THREE.UnsignedByteType, hdrUrls, function ( hdrCubeMap ) {
- var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap );
- pmremGenerator.update( renderer );
- var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods );
- pmremCubeUVPacker.update( renderer );
- hdrCubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget;
- } );
- // Lights
- scene.add( new THREE.AmbientLight( 0x222222 ) );
- var spotLight = new THREE.SpotLight( 0xffffff );
- spotLight.position.set( 50, 100, 50 );
- spotLight.angle = Math.PI / 7;
- spotLight.penumbra = 0.8
- spotLight.castShadow = true;
- scene.add( spotLight );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.shadowMap.enabled = true;
- container.appendChild( renderer.domElement );
- renderScene = new THREE.RenderPass(scene, camera);
- // renderScene.clear = true;
- effectFXAA = new THREE.ShaderPass(THREE.FXAAShader);
- effectFXAA.uniforms['resolution'].value.set(1 / window.innerWidth, 1 / window.innerHeight );
- var copyShader = new THREE.ShaderPass(THREE.CopyShader);
- copyShader.renderToScreen = true;
- bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0.85);//1.0, 9, 0.5, 512);
- composer = new THREE.EffectComposer(renderer);
- composer.setSize(window.innerWidth, window.innerHeight);
- composer.addPass(renderScene);
- composer.addPass(effectFXAA);
- composer.addPass(bloomPass);
- composer.addPass(copyShader);
- //renderer.toneMapping = THREE.ReinhardToneMapping;
- renderer.gammaInput = true;
- renderer.gammaOutput = true;
- stats = new Stats();
- container.appendChild( stats.dom );
- controls = new THREE.OrbitControls( camera, renderer.domElement );
- controls.target.set( 0, 0, 0 );
- controls.update();
- window.addEventListener( 'resize', onWindowResize, false );
- var gui = new dat.GUI();
- gui.add( params, 'exposure', 0.1, 2 );
- gui.add( params, 'bloomThreshold', 0.0, 1.0 ).onChange( function(value) {
- bloomPass.threshold = Number(value);
- });
- gui.add( params, 'bloomStrength', 0.0, 3.0 ).onChange( function(value) {
- bloomPass.strength = Number(value);
- });
- gui.add( params, 'bloomRadius', 0.0, 1.0 ).onChange( function(value) {
- bloomPass.radius = Number(value);
- });
- gui.open();
- }
- function onWindowResize() {
- var width = window.innerWidth;
- var height = window.innerHeight;
- camera.aspect = width / height;
- camera.updateProjectionMatrix();
- renderer.setSize( width, height );
- composer.setSize( width, height );
- effectFXAA.uniforms['resolution'].value.set(1 / window.innerWidth, 1 / window.innerHeight );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- stats.begin();
- render();
- stats.end();
- }
- function render() {
- if ( standardMaterial !== undefined ) {
- standardMaterial.roughness = 1.0;
- standardMaterial.bumpScale = - 0.05;
- var newEnvMap = standardMaterial.envMap;
- newEnvMap = hdrCubeRenderTarget ? hdrCubeRenderTarget.texture : null;
- if( newEnvMap !== standardMaterial.envMap ) {
- standardMaterial.envMap = newEnvMap;
- standardMaterial.needsUpdate = true;
- }
- }
- renderer.toneMappingExposure = Math.pow( params.exposure, 4.0 );
- var timer = Date.now() * 0.00025;
- camera.lookAt( scene.position );
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
- var object = objects[ i ];
- object.rotation.y += 0.005;
- }
- // renderer.render( scene, camera );
- composer.render();
- }
- </script>
- </body>
- </html>
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