webgl_shading_physical.html 16 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - physically based shading</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. color: #222;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #fff;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#000;
  20. position: relative;
  21. margin: 0 auto -2.1em;
  22. top: 0px;
  23. width: 550px;
  24. padding: 5px;
  25. z-index:100;
  26. }
  27. a { color: skyblue; }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl physically based shading testbed
  33. </div>
  34. <script src="../build/three.min.js"></script>
  35. <script src="js/shaders/CopyShader.js"></script>
  36. <script src="js/shaders/FXAAShader.js"></script>
  37. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  38. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  39. <script src="js/shaders/VignetteShader.js"></script>
  40. <script src="js/postprocessing/EffectComposer.js"></script>
  41. <script src="js/postprocessing/RenderPass.js"></script>
  42. <script src="js/postprocessing/BloomPass.js"></script>
  43. <script src="js/postprocessing/ShaderPass.js"></script>
  44. <script src="js/postprocessing/MaskPass.js"></script>
  45. <script src="js/postprocessing/SavePass.js"></script>
  46. <script src="js/Detector.js"></script>
  47. <script src="js/Stats.js"></script>
  48. <script src="js/Tween.js"></script>
  49. <script src='js/DAT.GUI.min.js'></script>
  50. <script>
  51. var MARGIN = 0;
  52. var WIDTH = window.innerWidth || 2;
  53. var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
  54. var SCREEN_WIDTH = WIDTH;
  55. var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
  56. var FAR = 10000;
  57. var DAY = 0;
  58. var container, stats;
  59. var camera, scene, renderer;
  60. var mesh, geometry;
  61. var cubeCamera;
  62. var sunLight, pointLight, ambientLight;
  63. var morph;
  64. var composer, effectFXAA, hblur, vblur;
  65. var parameters, tweenDirection, tweenDay, tweenNight;
  66. var clock = new THREE.Clock();
  67. var gui, shadowConfig = {
  68. shadowCameraVisible: false,
  69. shadowCameraNear: 750,
  70. shadowCameraFar: 4000,
  71. shadowCameraFov: 30,
  72. shadowBias: -0.0002,
  73. shadowDarkness: 0.3
  74. };
  75. init();
  76. animate();
  77. function init() {
  78. container = document.createElement( 'div' );
  79. document.body.appendChild( container );
  80. // CAMERA
  81. camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
  82. camera.position.set( 500, 400, 1200 );
  83. controls = new THREE.TrackballControls( camera );
  84. controls.target.set( 0, 120, 0 );
  85. controls.rotateSpeed = 1.0;
  86. controls.zoomSpeed = 1.2;
  87. controls.panSpeed = 0.8;
  88. controls.noZoom = false;
  89. controls.noPan = false;
  90. controls.staticMoving = true;
  91. controls.dynamicDampingFactor = 0.15;
  92. controls.keys = [ 65, 83, 68 ];
  93. // SCENE
  94. scene = new THREE.Scene();
  95. scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );
  96. if ( DAY )
  97. scene.fog.color.setHSV( 0.13, 0.25, 0.99 );
  98. else
  99. scene.fog.color.setHSV( 0.13, 0.25, 0.1 );
  100. // CUBE CAMERA
  101. cubeCamera = new THREE.CubeCamera( 1, FAR, 128 );
  102. scene.add( cubeCamera );
  103. // TEXTURES
  104. var x = document.createElement( "canvas" );
  105. var xc = x.getContext("2d");
  106. x.width = x.height = 128;
  107. xc.fillStyle = "#fff";
  108. xc.fillRect(0, 0, 128, 128);
  109. xc.fillStyle = "#000";
  110. xc.fillRect(0, 0, 64, 64);
  111. xc.fillStyle = "#999";
  112. xc.fillRect(32, 32, 32, 32);
  113. xc.fillStyle = "#000";
  114. xc.fillRect(64, 64, 64, 64);
  115. xc.fillStyle = "#555";
  116. xc.fillRect(96, 96, 32, 32);
  117. var texturePattern = new THREE.Texture( x, new THREE.UVMapping(), THREE.RepeatWrapping, THREE.RepeatWrapping );
  118. texturePattern.needsUpdate = true;
  119. texturePattern.repeat.set( 1000, 1000 );
  120. texturePattern.format = THREE.RGBFormat;
  121. var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
  122. textureSquares.repeat.set( 50, 50 );
  123. textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
  124. textureSquares.magFilter = THREE.NearestFilter;
  125. textureSquares.format = THREE.RGBFormat;
  126. var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
  127. textureNoiseColor.repeat.set( 1, 1 );
  128. textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
  129. textureNoiseColor.format = THREE.RGBFormat;
  130. var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
  131. textureLava.repeat.set( 6, 2 );
  132. textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
  133. textureLava.format = THREE.RGBFormat;
  134. //
  135. var path = "textures/cube/SwedishRoyalCastle/";
  136. var format = '.jpg';
  137. var urls = [
  138. path + 'px' + format, path + 'nx' + format,
  139. path + 'py' + format, path + 'ny' + format,
  140. path + 'pz' + format, path + 'nz' + format
  141. ];
  142. var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  143. // GROUND
  144. var groundMaterial = new THREE.MeshPhongMaterial( { shininess: 80, ambient: 0x444444, color: 0xffffff, specular: 0xffffff, map: textureSquares } );
  145. //groundMaterial.color.setHSV( 0.1, 0.1, 0.99 );
  146. var planeGeometry = new THREE.PlaneGeometry( 100, 100 );
  147. var ground = new THREE.Mesh( planeGeometry, groundMaterial );
  148. ground.position.set( 0, 0, 0 );
  149. ground.rotation.x = - Math.PI / 2;
  150. ground.scale.set( 1000, 1000, 1000 );
  151. ground.receiveShadow = true;
  152. scene.add( ground );
  153. // MATERIALS
  154. var shader = THREE.ShaderUtils.lib[ "cube" ];
  155. shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
  156. shader.uniforms[ "tFlip" ].value = 1;
  157. var materialCube = new THREE.ShaderMaterial( {
  158. fragmentShader: shader.fragmentShader,
  159. vertexShader: shader.vertexShader,
  160. uniforms: shader.uniforms
  161. } );
  162. var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, map: textureNoiseColor } );
  163. var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, map: textureLava } );
  164. var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );
  165. // OBJECTS
  166. var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
  167. var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
  168. var cubeGeometry = new THREE.CubeGeometry( 150, 150, 150 );
  169. addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
  170. addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
  171. mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
  172. function addObjectColor( geometry, color, x, y, z, ry ) {
  173. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, ambient: 0x444444 } );
  174. //var material = new THREE.MeshPhongMaterial( { color: color, ambient: color } );
  175. //THREE.ColorUtils.adjustHSV( material.ambient, 0, 0, -0.5 );
  176. return addObject( geometry, material, x, y, z, ry );
  177. }
  178. function addObject( geometry, material, x, y, z, ry ) {
  179. var tmpMesh = new THREE.Mesh( geometry, material );
  180. THREE.ColorUtils.adjustHSV( tmpMesh.material.color, 0.1, -0.1, 0 );
  181. tmpMesh.position.set( x, y, z );
  182. tmpMesh.rotation.y = ry;
  183. tmpMesh.castShadow = true;
  184. tmpMesh.receiveShadow = true;
  185. scene.add( tmpMesh );
  186. return tmpMesh;
  187. }
  188. var bigCube = new THREE.CubeGeometry( 50, 500, 50 );
  189. var midCube = new THREE.CubeGeometry( 50, 200, 50 );
  190. var smallCube = new THREE.CubeGeometry( 100, 100, 100 );
  191. addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
  192. addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
  193. addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
  194. addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
  195. addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
  196. addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
  197. addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
  198. addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
  199. addObjectColor( new THREE.CubeGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
  200. addObjectColor( new THREE.CubeGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
  201. addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
  202. // MORPHS
  203. var loader = new THREE.JSONLoader();
  204. loader.load( "models/animated/sittingBox.js", function( geometry ) {
  205. var morphMaterial = new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
  206. morphMaterial.shading = THREE.FlatShading;
  207. geometry.computeMorphNormals();
  208. morph = new THREE.MorphAnimMesh( geometry, morphMaterial );
  209. var s = 200;
  210. morph.scale.set( s, s, s );
  211. morph.duration = 8000;
  212. morph.mirroredLoop = true;
  213. morph.castShadow = true;
  214. morph.receiveShadow = true;
  215. scene.add( morph );
  216. } );
  217. // LIGHTS
  218. var sunIntensity = 0.3,
  219. pointIntensity = 1,
  220. pointColor = 0xffaa00;
  221. if ( DAY ) {
  222. sunIntensity = 1;
  223. pointIntensity = 0.5;
  224. pointColor = 0xffffff;
  225. }
  226. ambientLight = new THREE.AmbientLight( 0xffffff );
  227. ambientLight.color.setHSV( 0.1, 0.9, 0.25 );
  228. scene.add( ambientLight );
  229. pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
  230. pointLight.position.set( 0, 0, 0 );
  231. scene.add( pointLight );
  232. sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI, 1 );
  233. sunLight.position.set( 1000, 2000, 1000 );
  234. sunLight.castShadow = true;
  235. sunLight.shadowDarkness = 0.3 * sunIntensity;
  236. sunLight.shadowBias = -0.0002;
  237. sunLight.shadowCameraNear = 750;
  238. sunLight.shadowCameraFar = 4000;
  239. sunLight.shadowCameraFov = 30;
  240. sunLight.shadowCameraVisible = false;
  241. scene.add( sunLight );
  242. // RENDERER
  243. renderer = new THREE.WebGLRenderer( { clearColor: 0x00aaff, clearAlpha: 1, antialias: false } );
  244. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  245. if ( scene.fog )
  246. renderer.setClearColor( scene.fog.color, 1 );
  247. renderer.domElement.style.position = "absolute";
  248. renderer.domElement.style.top = MARGIN + "px";
  249. renderer.domElement.style.left = "0px";
  250. container.appendChild( renderer.domElement );
  251. //
  252. renderer.shadowMapAutoUpdate = false;
  253. renderer.shadowMapEnabled = true;
  254. //
  255. renderer.gammaInput = true;
  256. renderer.gammaOutput = true;
  257. renderer.physicallyBasedShading = true;
  258. // STATS
  259. stats = new Stats();
  260. stats.domElement.style.position = 'absolute';
  261. stats.domElement.style.top = '0px';
  262. stats.domElement.style.zIndex = 100;
  263. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#222";
  264. stats.domElement.children[ 0 ].style.background = "transparent";
  265. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  266. container.appendChild( stats.domElement );
  267. // EVENTS
  268. window.addEventListener( 'resize', onWindowResize, false );
  269. document.addEventListener( 'keydown', onKeyDown, false );
  270. // COMPOSER
  271. renderer.autoClear = false;
  272. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  273. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  274. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  275. var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
  276. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  277. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  278. var bluriness = 4;
  279. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  280. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  281. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  282. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  283. composer = new THREE.EffectComposer( renderer, renderTarget );
  284. var renderModel = new THREE.RenderPass( scene, camera );
  285. effectVignette.renderToScreen = true;
  286. vblur.renderToScreen = true;
  287. effectFXAA.renderToScreen = true;
  288. composer = new THREE.EffectComposer( renderer, renderTarget );
  289. composer.addPass( renderModel );
  290. composer.addPass( effectFXAA );
  291. //composer.addPass( hblur );
  292. //composer.addPass( vblur );
  293. //composer.addPass( effectVignette );
  294. // TWEEN
  295. parameters = { control: 0 };
  296. tweenDirection = -1;
  297. tweenDay = new TWEEN.Tween( parameters ).to( { control: 100 }, 1000 ).easing( TWEEN.Easing.Exponential.EaseOut );
  298. tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.EaseOut );
  299. // GUI
  300. gui = new DAT.GUI();
  301. gui.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
  302. sunLight.shadowCameraVisible = shadowConfig.shadowCameraVisible;
  303. });
  304. gui.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
  305. sunLight.shadowCamera.near = shadowConfig.shadowCameraNear;
  306. sunLight.shadowCamera.updateProjectionMatrix();
  307. });
  308. gui.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
  309. sunLight.shadowCamera.far = shadowConfig.shadowCameraFar;
  310. sunLight.shadowCamera.updateProjectionMatrix();
  311. });
  312. gui.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
  313. sunLight.shadowCamera.fov = shadowConfig.shadowCameraFov;
  314. sunLight.shadowCamera.updateProjectionMatrix();
  315. });
  316. gui.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
  317. sunLight.shadowBias = shadowConfig.shadowBias;
  318. });
  319. gui.add( shadowConfig, 'shadowDarkness', 0, 1 ).onChange( function() {
  320. });
  321. gui.close();
  322. }
  323. //
  324. function onWindowResize( event ) {
  325. SCREEN_WIDTH = window.innerWidth;
  326. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  327. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  328. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  329. camera.updateProjectionMatrix();
  330. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  331. composer.reset( renderTarget );
  332. hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
  333. vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
  334. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  335. controls.handleResize();
  336. }
  337. //
  338. function onKeyDown ( event ) {
  339. switch ( event.keyCode ) {
  340. case 78: /*N*/
  341. if ( tweenDirection == 1 ) {
  342. tweenDay.stop();
  343. tweenNight.start();
  344. tweenDirection = -1;
  345. } else {
  346. tweenNight.stop();
  347. tweenDay.start();
  348. tweenDirection = 1;
  349. }
  350. break;
  351. }
  352. }
  353. //
  354. function animate() {
  355. requestAnimationFrame( animate );
  356. render();
  357. stats.update();
  358. }
  359. function render() {
  360. // update
  361. var delta = 1000 * clock.getDelta();
  362. TWEEN.update();
  363. controls.update();
  364. if ( morph ) morph.updateAnimation( delta );
  365. scene.fog.color.setHSV( 0.13, 0.25, THREE.Math.mapLinear( parameters.control, 0, 100, 0.1, 0.99 ) );
  366. renderer.setClearColor( scene.fog.color, 1 );
  367. sunLight.intensity = THREE.Math.mapLinear( parameters.control, 0, 100, 0.3, 1 );
  368. pointLight.intensity = THREE.Math.mapLinear( parameters.control, 0, 100, 1, 0.5 );
  369. pointLight.color.setHSV( 0.1, THREE.Math.mapLinear( parameters.control, 0, 100, 0.99, 0 ), 0.9 );
  370. sunLight.shadowDarkness = shadowConfig.shadowDarkness * sunLight.intensity;
  371. // render shadow map
  372. renderer.autoUpdateObjects = false;
  373. renderer.initWebGLObjects( scene );
  374. renderer.updateShadowMap( scene, camera );
  375. // render cube map
  376. mesh.visible = false;
  377. renderer.autoClear = true;
  378. cubeCamera.position.copy( mesh.position );
  379. cubeCamera.updateCubeMap( renderer, scene );
  380. renderer.autoClear = false;
  381. mesh.visible = true;
  382. // render scene
  383. renderer.autoUpdateObjects = true;
  384. //renderer.render( scene, camera );
  385. //renderer.clearTarget( null, 1, 1, 1 );
  386. composer.render( 0.1 );
  387. }
  388. </script>
  389. </body>
  390. </html>