webgl_postprocessing_godrays.html 12 KB

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  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. #stats { position: absolute; top:0; left: 0 }
  29. #stats #fps { background: transparent !important }
  30. #stats #fps #fpsText { color: #888 !important }
  31. #stats #fps #fpsGraph { display: none }
  32. </style>
  33. </head>
  34. <body>
  35. <script src="../build/three.min.js"></script>
  36. <script src="js/ShaderGodRays.js"></script>
  37. <script src="js/Detector.js"></script>
  38. <script src="js/libs/stats.min.js"></script>
  39. <div id="info">
  40. <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>
  41. </div>
  42. <script>
  43. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  44. var container, stats;
  45. var camera, scene, renderer, materialDepth;
  46. var treeMesh, sphereMesh;
  47. var sunPosition = new THREE.Vector3( 0, 1000, -1000 );
  48. var screenSpacePosition = new THREE.Vector3();
  49. var mouseX = 0, mouseY = 0;
  50. var windowHalfX = window.innerWidth / 2;
  51. var windowHalfY = window.innerHeight / 2;
  52. var postprocessing = { enabled : true };
  53. var orbitRadius = 200;
  54. var bgColor = 0x000511;
  55. var sunColor = 0xffee00;
  56. init();
  57. animate();
  58. function init() {
  59. container = document.createElement( 'div' );
  60. document.body.appendChild( container );
  61. //
  62. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  63. camera.position.z = 200;
  64. scene = new THREE.Scene();
  65. //
  66. materialDepth = new THREE.MeshDepthMaterial();
  67. var materialScene = new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading } );
  68. // tree
  69. var loader = new THREE.JSONLoader();
  70. loader.load( "obj/tree/tree.js", function( geometry ) {
  71. treeMesh = new THREE.Mesh( geometry, materialScene );
  72. treeMesh.position.set( 0, -150, -150 );
  73. var sc = 400;
  74. treeMesh.scale.set( sc, sc, sc );
  75. treeMesh.matrixAutoUpdate = false;
  76. treeMesh.updateMatrix();
  77. scene.add( treeMesh );
  78. } );
  79. // sphere
  80. var geo = new THREE.SphereGeometry( 1, 20, 10 );
  81. sphereMesh = new THREE.Mesh( geo, materialScene );
  82. var sc = 20;
  83. sphereMesh.scale.set( sc, sc, sc );
  84. scene.add( sphereMesh );
  85. //
  86. renderer = new THREE.WebGLRenderer( { antialias: false } );
  87. renderer.setClearColor( bgColor );
  88. renderer.setPixelRatio( window.devicePixelRatio );
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. container.appendChild( renderer.domElement );
  91. renderer.autoClear = false;
  92. renderer.sortObjects = false;
  93. //
  94. stats = new Stats();
  95. container.appendChild( stats.domElement );
  96. //
  97. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  98. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  99. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  100. //
  101. initPostprocessing();
  102. }
  103. //
  104. function onDocumentMouseMove( event ) {
  105. mouseX = event.clientX - windowHalfX;
  106. mouseY = event.clientY - windowHalfY;
  107. }
  108. function onDocumentTouchStart( 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. function onDocumentTouchMove( event ) {
  116. if ( event.touches.length === 1 ) {
  117. event.preventDefault();
  118. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  119. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  120. }
  121. }
  122. //
  123. function initPostprocessing() {
  124. postprocessing.scene = new THREE.Scene();
  125. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  126. postprocessing.camera.position.z = 100;
  127. postprocessing.scene.add( postprocessing.camera );
  128. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  129. postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  130. // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
  131. // investigate further for now.
  132. // pars.format = THREE.LuminanceFormat;
  133. // I would have this quarter size and use it as one of the ping-pong render
  134. // targets but the aliasing causes some temporal flickering
  135. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  136. // Aggressive downsize god-ray ping-pong render targets to minimize cost
  137. var w = window.innerWidth / 4.0;
  138. var h = window.innerHeight / 4.0;
  139. postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( w, h, pars );
  140. postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( w, h, pars );
  141. // god-ray shaders
  142. var godraysGenShader = THREE.ShaderGodRays[ "godrays_generate" ];
  143. postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
  144. postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
  145. uniforms: postprocessing.godrayGenUniforms,
  146. vertexShader: godraysGenShader.vertexShader,
  147. fragmentShader: godraysGenShader.fragmentShader
  148. } );
  149. var godraysCombineShader = THREE.ShaderGodRays[ "godrays_combine" ];
  150. postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
  151. postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
  152. uniforms: postprocessing.godrayCombineUniforms,
  153. vertexShader: godraysCombineShader.vertexShader,
  154. fragmentShader: godraysCombineShader.fragmentShader
  155. } );
  156. var godraysFakeSunShader = THREE.ShaderGodRays[ "godrays_fake_sun" ];
  157. postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
  158. postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
  159. uniforms: postprocessing.godraysFakeSunUniforms,
  160. vertexShader: godraysFakeSunShader.vertexShader,
  161. fragmentShader: godraysFakeSunShader.fragmentShader
  162. } );
  163. postprocessing.godraysFakeSunUniforms.bgColor.value.setHex( bgColor );
  164. postprocessing.godraysFakeSunUniforms.sunColor.value.setHex( sunColor );
  165. postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
  166. postprocessing.quad = new THREE.Mesh(
  167. new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ),
  168. postprocessing.materialGodraysGenerate
  169. );
  170. postprocessing.quad.position.z = -9900;
  171. postprocessing.scene.add( postprocessing.quad );
  172. }
  173. function animate() {
  174. requestAnimationFrame( animate, renderer.domElement );
  175. render();
  176. stats.update();
  177. }
  178. function render() {
  179. var time = Date.now() / 4000;
  180. sphereMesh.position.x = orbitRadius * Math.cos( time );
  181. sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
  182. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  183. camera.position.y += ( - ( mouseY ) - camera.position.y ) * 0.036;
  184. camera.lookAt( scene.position );
  185. if ( postprocessing.enabled ) {
  186. // Find the screenspace position of the sun
  187. screenSpacePosition.copy( sunPosition ).project( camera );
  188. screenSpacePosition.x = ( screenSpacePosition.x + 1 ) / 2;
  189. screenSpacePosition.y = ( screenSpacePosition.y + 1 ) / 2;
  190. // Give it to the god-ray and sun shaders
  191. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  192. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  193. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  194. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  195. // -- Draw sky and sun --
  196. // Clear colors and depths, will clear to sky color
  197. renderer.clearTarget( postprocessing.rtTextureColors, true, true, false );
  198. // Sun render. Runs a shader that gives a brightness based on the screen
  199. // space distance to the sun. Not very efficient, so i make a scissor
  200. // rectangle around the suns position to avoid rendering surrounding pixels.
  201. var sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
  202. var sunsqW = 0.74 * window.innerHeight; // both depend on height because sun is aspect-corrected
  203. screenSpacePosition.x *= window.innerWidth;
  204. screenSpacePosition.y *= window.innerHeight;
  205. renderer.setScissor( screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH );
  206. renderer.enableScissorTest( true );
  207. postprocessing.godraysFakeSunUniforms[ "fAspect" ].value = window.innerWidth / window.innerHeight;
  208. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
  209. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureColors );
  210. renderer.enableScissorTest( false );
  211. // -- Draw scene objects --
  212. // Colors
  213. scene.overrideMaterial = null;
  214. renderer.render( scene, camera, postprocessing.rtTextureColors );
  215. // Depth
  216. scene.overrideMaterial = materialDepth;
  217. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  218. // -- Render god-rays --
  219. // Maximum length of god-rays (in texture space [0,1]X[0,1])
  220. var filterLen = 1.0;
  221. // Samples taken by filter
  222. var TAPS_PER_PASS = 6.0;
  223. // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
  224. // would start with a small filter support and grow to large. however
  225. // the large-to-small order produces less objectionable aliasing artifacts that
  226. // appear as a glimmer along the length of the beams
  227. // pass 1 - render into first ping-pong target
  228. var pass = 1.0;
  229. var stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  230. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  231. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureDepth;
  232. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
  233. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays2 );
  234. // pass 2 - render into second ping-pong target
  235. pass = 2.0;
  236. stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  237. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  238. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays2;
  239. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays1 );
  240. // pass 3 - 1st RT
  241. pass = 3.0;
  242. stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  243. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  244. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays1;
  245. renderer.render( postprocessing.scene, postprocessing.camera , postprocessing.rtTextureGodRays2 );
  246. // final pass - composite god-rays onto colors
  247. postprocessing.godrayCombineUniforms["tColors"].value = postprocessing.rtTextureColors;
  248. postprocessing.godrayCombineUniforms["tGodRays"].value = postprocessing.rtTextureGodRays2;
  249. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
  250. renderer.render( postprocessing.scene, postprocessing.camera );
  251. postprocessing.scene.overrideMaterial = null;
  252. } else {
  253. renderer.clear();
  254. renderer.render( scene, camera );
  255. }
  256. }
  257. </script>
  258. </body>
  259. </html>