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.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[ "lights" ]
  109. ] ),
  110. vertexShader: [
  111. "varying vec3 vViewPosition;",
  112. "varying vec3 vNormal;",
  113. "void main() {",
  114. THREE.ShaderChunk[ "beginnormal_vertex" ],
  115. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  116. " vNormal = normalize( transformedNormal );",
  117. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  118. "vViewPosition = -mvPosition.xyz;",
  119. "gl_Position = projectionMatrix * mvPosition;",
  120. "}"
  121. ].join("\n"),
  122. fragmentShader: [
  123. THREE.ShaderChunk[ "common" ],
  124. THREE.ShaderChunk[ "bsdfs" ],
  125. THREE.ShaderChunk[ "lights_pars" ],
  126. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  127. "void main() {",
  128. "vec3 normal = normalize( -vNormal );",
  129. "vec3 viewPosition = normalize( vViewPosition );",
  130. "#if NUM_DIR_LIGHTS > 0",
  131. "vec3 dirDiffuse = vec3( 0.0 );",
  132. "for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
  133. "vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
  134. "vec3 dirVector = normalize( lDirection.xyz );",
  135. "float dotProduct = dot( viewPosition, dirVector );",
  136. "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
  137. "dotProduct *= dotProduct;",
  138. "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
  139. "}",
  140. "#endif",
  141. //Fade out atmosphere at edge
  142. "float viewDot = abs(dot( normal, viewPosition ));",
  143. "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
  144. "vec3 colour = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
  145. "gl_FragColor = vec4( colour, viewDot );",
  146. "}"
  147. ].join("\n"),
  148. };
  149. var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
  150. var earthMat = new THREE.MeshPhongMaterial( {
  151. color: 0xffffff,
  152. shininess: 200
  153. } );
  154. var textureLoader = new THREE.TextureLoader();
  155. var earthDiffuse = textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function( tex ) {
  156. earthMat.map = tex;
  157. earthMat.needsUpdate = true;
  158. } );
  159. var earthSpecular = textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function( tex ) {
  160. earthMat.specularMap = tex;
  161. earthMat.needsUpdate = true;
  162. } );
  163. // var earthNormal = textureLoader.load( 'textures/planets/earth-new-normal-2048.jpg', function( tex ) {
  164. // earthMat.normalMap = tex;
  165. // earthMat.needsUpdate = true;
  166. // } );
  167. var earthLightsMat = new THREE.MeshBasicMaterial( {
  168. color: 0xffffff,
  169. blending: THREE.AdditiveBlending,
  170. transparent: true,
  171. depthTest: false
  172. } );
  173. var earthLights = textureLoader.load( 'textures/planets/earth_lights_2048.png', function( tex ) {
  174. earthLightsMat.map = tex;
  175. earthLightsMat.needsUpdate = true;
  176. } );
  177. var earthCloudsMat = new THREE.MeshLambertMaterial( {
  178. color: 0xffffff,
  179. blending: THREE.NormalBlending,
  180. transparent: true,
  181. depthTest: false
  182. } );
  183. var earthClouds = textureLoader.load( 'textures/planets/earth_clouds_2048.png', function( tex ) {
  184. earthCloudsMat.map = tex;
  185. earthCloudsMat.needsUpdate = true;
  186. } );
  187. var earthGeo = new THREE.SphereGeometry( 600, 24, 24 );
  188. var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
  189. scene.add( sphereMesh );
  190. var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
  191. scene.add( sphereLightsMesh );
  192. var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
  193. scene.add( sphereCloudsMesh );
  194. var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
  195. sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
  196. scene.add( sphereAtmoMesh );
  197. var vBGShader = [
  198. // "attribute vec2 uv;",
  199. "varying vec2 vUv;",
  200. "void main() {",
  201. "vUv = uv;",
  202. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  203. "}"
  204. ].join("\n");
  205. var pBGShader = [
  206. "uniform sampler2D map;",
  207. "varying vec2 vUv;",
  208. "void main() {",
  209. "vec2 sampleUV = vUv;",
  210. "vec4 colour = texture2D( map, sampleUV, 0.0 );",
  211. "gl_FragColor = vec4( colour.xyz, 1.0 );",
  212. "}"
  213. ].join("\n");
  214. // Skybox
  215. adaptiveLuminanceMat = new THREE.ShaderMaterial( {
  216. uniforms: {
  217. map: { value: null }
  218. },
  219. vertexShader: vBGShader,
  220. fragmentShader: pBGShader,
  221. depthTest: false,
  222. // color: 0xffffff
  223. blending: THREE.NoBlending
  224. } );
  225. currentLuminanceMat = new THREE.ShaderMaterial( {
  226. uniforms: {
  227. map: { value: null }
  228. },
  229. vertexShader: vBGShader,
  230. fragmentShader: pBGShader,
  231. depthTest: false,
  232. // color: 0xffffff
  233. // blending: THREE.NoBlending
  234. } );
  235. var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
  236. quadBG.position.z = -500;
  237. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
  238. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  239. debugScene.add( quadBG );
  240. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
  241. quadBG.position.z = -500;
  242. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
  243. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  244. debugScene.add( quadBG );
  245. var r = "textures/cube/MilkyWay/";
  246. var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
  247. r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
  248. r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
  249. var textureCube = new THREE.CubeTextureLoader().load( urls );
  250. textureCube.format = THREE.RGBFormat;
  251. var skyboxShader = THREE.ShaderLib[ "cube" ];
  252. skyboxShader.uniforms[ "tCube" ].value = textureCube;
  253. var skyboxMaterial = new THREE.ShaderMaterial( {
  254. fragmentShader: skyboxShader.fragmentShader,
  255. vertexShader: skyboxShader.vertexShader,
  256. uniforms: skyboxShader.uniforms,
  257. depthWrite: false,
  258. side: THREE.BackSide
  259. } ),
  260. mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial );
  261. sceneCube.add( mesh );
  262. renderer = new THREE.WebGLRenderer();
  263. renderer.setPixelRatio( window.devicePixelRatio );
  264. renderer.setSize( window.innerWidth, window.innerHeight );
  265. renderer.setFaceCulling( THREE.CullFaceNone );
  266. renderer.autoClear = false;
  267. renderer.gammaInput = true;
  268. renderer.gammaOutput = false;
  269. container.appendChild( renderer.domElement );
  270. // var width = window.innerWidth || 1;
  271. var height = window.innerHeight || 1;
  272. var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  273. var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  274. ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
  275. if ( renderer.extensions.get('OES_texture_half_float_linear') ) {
  276. parameters.type = THREE.FloatType;
  277. }
  278. var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  279. dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  280. dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
  281. hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  282. var debugPass = new THREE.RenderPass( debugScene, cameraBG );
  283. debugPass.clear = false;
  284. var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
  285. var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
  286. scenePass.clear = false;
  287. adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
  288. adaptToneMappingPass.needsSwap = true;
  289. ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  290. hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  291. bloomPass = new THREE.BloomPass();
  292. var gammaCorrectionPass = new THREE.ShaderPass( THREE.GammaCorrectionShader );
  293. gammaCorrectionPass.renderToScreen = true;
  294. dynamicHdrEffectComposer.addPass( skyboxPass );
  295. dynamicHdrEffectComposer.addPass( scenePass );
  296. dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
  297. // dynamicHdrEffectComposer.addPass( debugPass );
  298. dynamicHdrEffectComposer.addPass( bloomPass );
  299. dynamicHdrEffectComposer.addPass( gammaCorrectionPass );
  300. hdrEffectComposer.addPass( skyboxPass );
  301. hdrEffectComposer.addPass( scenePass );
  302. hdrEffectComposer.addPass( hdrToneMappingPass );
  303. hdrEffectComposer.addPass( bloomPass );
  304. hdrEffectComposer.addPass( gammaCorrectionPass );
  305. ldrEffectComposer.addPass( skyboxPass );
  306. ldrEffectComposer.addPass( scenePass );
  307. ldrEffectComposer.addPass( ldrToneMappingPass );
  308. ldrEffectComposer.addPass( bloomPass );
  309. ldrEffectComposer.addPass( gammaCorrectionPass );
  310. // var gammaPass = new THREE.ShaderPass( GammaShader );
  311. // gammaPass.renderToScreen = true;
  312. // ldrEffectComposer.addPass( gammaPass );
  313. var gui = new dat.GUI();
  314. // dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
  315. var sceneGui = gui.addFolder( 'Scenes' );
  316. var toneMappingGui = gui.addFolder( 'ToneMapping' );
  317. var staticToneMappingGui = gui.addFolder( 'StaticOnly' );
  318. var adaptiveToneMappingGui = gui.addFolder( 'AdaptiveOnly' );
  319. sceneGui.add( params, 'bloomAmount', 0.0, 10.0 );
  320. sceneGui.add( params, 'sunLight', 0.1, 12.0 );
  321. toneMappingGui.add( params, 'enabled' );
  322. toneMappingGui.add( params, 'middleGrey', 0, 12 );
  323. toneMappingGui.add( params, 'maxLuminance', 1, 30 );
  324. staticToneMappingGui.add( params, 'avgLuminance', 0.001, 2.0 );
  325. adaptiveToneMappingGui.add( params, 'adaptionRate', 0.0, 10.0 );
  326. gui.open();
  327. window.addEventListener( 'resize', onWindowResize, false );
  328. }
  329. function onWindowResize() {
  330. windowHalfX = window.innerWidth / 2;
  331. windowHalfY = window.innerHeight / 2;
  332. windowThirdX = window.innerWidth / 3;
  333. windowThirdY = window.innerHeight / 3;
  334. camera.aspect = windowThirdX / window.innerHeight;
  335. camera.updateProjectionMatrix();
  336. cameraCube.aspect = windowThirdX / window.innerHeight;
  337. cameraCube.updateProjectionMatrix();
  338. renderer.setSize( window.innerWidth, window.innerHeight );
  339. }
  340. function animate() {
  341. requestAnimationFrame( animate );
  342. if ( bloomPass ) {
  343. bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
  344. }
  345. if ( adaptToneMappingPass ) {
  346. adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
  347. adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
  348. currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
  349. adaptToneMappingPass.enabled = params.enabled;
  350. adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
  351. adaptToneMappingPass.setMiddleGrey( params.middleGrey );
  352. hdrToneMappingPass.enabled = params.enabled;
  353. hdrToneMappingPass.setMaxLuminance( params.maxLuminance );
  354. hdrToneMappingPass.setMiddleGrey( params.middleGrey );
  355. if ( hdrToneMappingPass.setAverageLuminance ) {
  356. hdrToneMappingPass.setAverageLuminance( params.avgLuminance );
  357. }
  358. ldrToneMappingPass.enabled = params.enabled;
  359. ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
  360. ldrToneMappingPass.setMiddleGrey( params.middleGrey );
  361. if ( ldrToneMappingPass.setAverageLuminance ) {
  362. ldrToneMappingPass.setAverageLuminance( params.avgLuminance );
  363. }
  364. }
  365. directionalLight.intensity = params.sunLight;
  366. orbitControls.update();
  367. render();
  368. }
  369. function render() {
  370. camera.lookAt( scene.position );
  371. cameraCube.rotation.copy( camera.rotation );
  372. renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
  373. ldrEffectComposer.render( 0.017 );
  374. renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
  375. hdrEffectComposer.render( 0.017 );
  376. renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
  377. dynamicHdrEffectComposer.render( 0.017 );
  378. }
  379. </script>
  380. </body>
  381. </html>