webgl_postprocessing_godrays.html 13 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. </style>
  29. </head>
  30. <body>
  31. <script src="../build/Three.js"></script>
  32. <script src="js/Detector.js"></script>
  33. <script src="js/ShaderGodRays.js"></script>
  34. <script src="js/Stats.js"></script>
  35. <script src='js/DAT.GUI.min.js'></script>
  36. <div id="info">
  37. <a href="http://github.com/mrdoob/three.js" 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,
  43. parameters, material_depth;
  44. var tree_mesh, sphere_mesh;
  45. var proj = new THREE.Projector();
  46. var sunPos = new THREE.Vector3(0,1000,-1000);
  47. var mouseX = 0, mouseY = 0;
  48. var windowHalfX = window.innerWidth / 2;
  49. var windowHalfY = window.innerHeight / 2;
  50. var height = window.innerHeight-100;
  51. var postprocessing = { enabled : true };
  52. init();
  53. animate();
  54. function init() {
  55. container = document.createElement( 'div' );
  56. document.body.appendChild( container );
  57. scene = new THREE.Scene();
  58. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / height, 1, 3000 );
  59. camera.position.z = 200;
  60. scene.add( camera );
  61. renderer = new THREE.WebGLRenderer( { antialias: false } );
  62. renderer.setSize( window.innerWidth, height );
  63. container.appendChild( renderer.domElement );
  64. renderer.sortObjects = false;
  65. // todo - try with fog
  66. //scene.fog = new THREE.Fog( 0xffaa55, 1000, FAR );
  67. //THREE.ColorUtils.adjustHSV( scene.fog.color, 0.02, -0.15, -0.65 );
  68. material_depth = new THREE.MeshDepthMaterial();
  69. parameters = { color: 0x000000, shading: THREE.FlatShading };
  70. var zmat = new THREE.MeshBasicMaterial( parameters );
  71. // tree mesh
  72. var jsonLoader = new THREE.JSONLoader();
  73. jsonLoader.load( "obj/tree/tree.js",
  74. function( geometry ) {
  75. var m = new THREE.Mesh( geometry, zmat );
  76. m.position.set( 0, -150, -150 );
  77. var sc = 400;
  78. m.scale.set( sc, sc, sc );
  79. m.matrixAutoUpdate = false;
  80. m.updateMatrix();
  81. scene.add( m );
  82. tree_mesh = m;
  83. }
  84. );
  85. var geo = new THREE.SphereGeometry( 1, 20, 10 );
  86. mesh = new THREE.Mesh( geo, zmat );
  87. var sc = 20;
  88. mesh.scale.set( sc, sc, sc );
  89. mesh.matrixAutoUpdate = false;
  90. mesh.updateMatrix();
  91. scene.add( mesh );
  92. sphere_mesh = mesh;
  93. scene.matrixAutoUpdate = false;
  94. initPostprocessing();
  95. renderer.autoClear = false;
  96. renderer.setClearColorHex( 0x000033, 1);
  97. renderer.domElement.style.position = 'absolute';
  98. renderer.domElement.style.top = "50px";
  99. renderer.domElement.style.left = "0px";
  100. stats = new Stats();
  101. stats.domElement.style.position = 'absolute';
  102. stats.domElement.style.top = '0px';
  103. container.appendChild( stats.domElement );
  104. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  105. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  106. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  107. /*
  108. var effectController = {
  109. intensity: 0.69,
  110. patchSize: 0.3,
  111. };
  112. var matChanger = function( ) {
  113. postprocessing.godray_combine_uniforms[ "fGodRayIntensity" ].value = effectController.intensity;
  114. patchSize = effectController.patchSize;
  115. };
  116. var gui = new DAT.GUI();
  117. gui.add( effectController, "intensity", 0.0, 1.0, 0.001 ).onChange( matChanger );
  118. gui.add( effectController, "patchSize", 0.0, 1.0, 0.001 ).onChange( matChanger );
  119. gui.close();
  120. */
  121. }
  122. function onDocumentMouseMove( event ) {
  123. mouseX = event.clientX - windowHalfX;
  124. mouseY = event.clientY - windowHalfY;
  125. }
  126. function onDocumentTouchStart( event ) {
  127. if ( event.touches.length == 1 ) {
  128. event.preventDefault();
  129. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  130. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  131. }
  132. }
  133. function onDocumentTouchMove( event ) {
  134. if ( event.touches.length == 1 ) {
  135. event.preventDefault();
  136. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  137. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  138. }
  139. }
  140. function initPostprocessing() {
  141. postprocessing.scene = new THREE.Scene();
  142. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  143. postprocessing.camera.position.z = 100;
  144. postprocessing.scene.add( postprocessing.camera );
  145. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  146. postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  147. // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
  148. // investigate further for now.
  149. //pars.format = THREE.LuminanceFormat;
  150. // I would have this quarter size and use it as one of the ping-pong render
  151. // targets but the aliasing causes some temporal flickering
  152. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  153. // Aggressive downsize god-ray ping-pong render targets to minimize cost
  154. var w = window.innerWidth / 4.0;
  155. var h = height / 4.0;
  156. postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( w, h, pars );
  157. postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( w, h, pars );
  158. // god-ray shaders
  159. var godray_gen_shader = THREE.ShaderGodRays[ "godrays_generate" ];
  160. postprocessing.godray_gen_uniforms = THREE.UniformsUtils.clone( godray_gen_shader.uniforms );
  161. postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
  162. uniforms: postprocessing.godray_gen_uniforms,
  163. vertexShader: godray_gen_shader.vertexShader,
  164. fragmentShader: godray_gen_shader.fragmentShader
  165. } );
  166. var godrays_combine_shader = THREE.ShaderGodRays[ "godrays_combine" ];
  167. postprocessing.godray_combine_uniforms = THREE.UniformsUtils.clone( godrays_combine_shader.uniforms );
  168. postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
  169. uniforms: postprocessing.godray_combine_uniforms,
  170. vertexShader: godrays_combine_shader.vertexShader,
  171. fragmentShader: godrays_combine_shader.fragmentShader
  172. } );
  173. var godrays_fake_sun_shader = THREE.ShaderGodRays[ "godrays_fake_sun" ];
  174. postprocessing.godrays_fake_sun_uniforms = THREE.UniformsUtils.clone( godrays_fake_sun_shader.uniforms );
  175. postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
  176. uniforms: postprocessing.godrays_fake_sun_uniforms,
  177. vertexShader: godrays_fake_sun_shader.vertexShader,
  178. fragmentShader: godrays_fake_sun_shader.fragmentShader
  179. } );
  180. postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialGodraysGenerate );
  181. postprocessing.quad.position.z = -9900;
  182. postprocessing.scene.add( postprocessing.quad );
  183. }
  184. function animate() {
  185. requestAnimationFrame( animate, renderer.domElement );
  186. render();
  187. stats.update();
  188. }
  189. function render() {
  190. if( sphere_mesh ) {
  191. var radius = 100;
  192. sphere_mesh.position.x = 200*Math.cos(Date.now()/4000);
  193. sphere_mesh.position.z = 200*Math.sin(Date.now()/4000)-100;
  194. sphere_mesh.updateMatrix();
  195. }
  196. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  197. camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
  198. camera.lookAt( scene.position );
  199. if ( postprocessing.enabled ) {
  200. // Find the screenspace position of the sun
  201. var sspos = new THREE.Vector3( sunPos.x, sunPos.y, sunPos.z);
  202. proj.projectVector(sspos,camera);
  203. sspos.x = (sspos.x+1)/2;
  204. sspos.y = (sspos.y+1)/2;
  205. // Give it to the god-ray and sun shaders
  206. postprocessing.godray_gen_uniforms[ "vSunPositionScreenSpace" ].value =
  207. new THREE.Vector2(sspos.x,sspos.y);
  208. postprocessing.godrays_fake_sun_uniforms[ "vSunPositionScreenSpace" ].value =
  209. new THREE.Vector2(sspos.x,sspos.y);
  210. // Draw sky and sun ----------------------------------
  211. // Clear colors and depths, will clear to sky color
  212. renderer.clearTarget(postprocessing.rtTextureColors,true,true,false);
  213. // Sun render. Runs a shader that gives a brightness based on the screen
  214. // space distance to the sun. Not very efficient, so i make a scissor
  215. // rect around the suns position to avoid rendering surrounding pixels.
  216. var sunsqH = 0.74 * height; // .74 depends on extent of sun from shader
  217. var sunsqW = 0.74 * height; // both dep on height because sun is aspect-corrected
  218. sspos.x *= window.innerWidth;
  219. sspos.y *= height;
  220. renderer.setScissor( sspos.x-sunsqW/2,sspos.y-sunsqH/2,sunsqW,sunsqH );
  221. renderer.enableScissorTest ( true );
  222. postprocessing.godrays_fake_sun_uniforms[ "fAspect" ].value = window.innerWidth / height;
  223. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
  224. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureColors );
  225. renderer.enableScissorTest ( false );
  226. // Draw scene objects ----------------------------------
  227. // Colors
  228. scene.overrideMaterial = null;
  229. renderer.render( scene, camera, postprocessing.rtTextureColors );
  230. // Depth
  231. scene.overrideMaterial = material_depth;
  232. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  233. // Render god-rays ----------------------------------
  234. // Maximum length of god-rays (in texture space [0,1]X[0,1])
  235. var filterLen = 1.0;
  236. // Samples taken by filter
  237. var TAPS_PER_PASS = 6.0;
  238. // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
  239. // would start with a small filter support and grow to large. however
  240. // the large-to-small order produces less objectionable aliasing artifacts that
  241. // appear as a glimmer along the length of the beams
  242. // pass 1 - render into first ping-pong target
  243. var pass = 1.0;
  244. var stepLen = filterLen*Math.pow(TAPS_PER_PASS, -pass);
  245. postprocessing.godray_gen_uniforms[ "fStepSize" ].value = stepLen;
  246. postprocessing.godray_gen_uniforms[ "tInput" ].texture = postprocessing.rtTextureDepth;
  247. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
  248. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays2 );
  249. // pass 2 - render into second ping-pong target
  250. pass = 2.0;
  251. stepLen = filterLen*Math.pow(TAPS_PER_PASS, -pass);
  252. postprocessing.godray_gen_uniforms[ "fStepSize" ].value = stepLen;
  253. postprocessing.godray_gen_uniforms[ "tInput" ].texture = postprocessing.rtTextureGodRays2;
  254. renderer.render( postprocessing.scene, postprocessing.camera , postprocessing.rtTextureGodRays1 );
  255. // pass 3 - 1st RT
  256. pass = 3.0;
  257. stepLen = filterLen*Math.pow(TAPS_PER_PASS, -pass);
  258. postprocessing.godray_gen_uniforms[ "fStepSize" ].value = stepLen;
  259. postprocessing.godray_gen_uniforms[ "tInput" ].texture = postprocessing.rtTextureGodRays1;
  260. renderer.render( postprocessing.scene, postprocessing.camera , postprocessing.rtTextureGodRays2 );
  261. // final pass - composite god-rays onto colors
  262. postprocessing.godray_combine_uniforms["tColors"].texture = postprocessing.rtTextureColors;
  263. postprocessing.godray_combine_uniforms["tGodRays"].texture = postprocessing.rtTextureGodRays2;
  264. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
  265. renderer.render( postprocessing.scene, postprocessing.camera );
  266. postprocessing.scene.overrideMaterial = null;
  267. } else {
  268. renderer.clear();
  269. renderer.render( scene, camera );
  270. }
  271. }
  272. </script>
  273. </body>
  274. </html>