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: #fff;
  10. font-family: Monospace;
  11. font-size: 13px;
  12. text-align: center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: relative;
  20. margin: 0 auto -2.1em;
  21. top: 0px;
  22. width: 550px;
  23. padding: 5px;
  24. z-index:100;
  25. }
  26. a { color: skyblue; }
  27. #stats #fps { background: transparent !important }
  28. #stats #fps #fpsText { color: #444 !important }
  29. #stats #fps #fpsGraph { display: none }
  30. </style>
  31. </head>
  32. <body>
  33. <div id="info">
  34. <a href="http://threejs.org" target="_blank">three.js</a> - webgl physically based shading testbed
  35. </div>
  36. <script src="../build/three.min.js"></script>
  37. <script src="js/shaders/CopyShader.js"></script>
  38. <script src="js/shaders/FXAAShader.js"></script>
  39. <script src="js/shaders/HorizontalTiltShiftShader.js"></script>
  40. <script src="js/shaders/VerticalTiltShiftShader.js"></script>
  41. <script src="js/shaders/VignetteShader.js"></script>
  42. <script src="js/postprocessing/EffectComposer.js"></script>
  43. <script src="js/postprocessing/RenderPass.js"></script>
  44. <script src="js/postprocessing/BloomPass.js"></script>
  45. <script src="js/postprocessing/ShaderPass.js"></script>
  46. <script src="js/postprocessing/MaskPass.js"></script>
  47. <script src="js/postprocessing/SavePass.js"></script>
  48. <script src="js/controls/TrackballControls.js"></script>
  49. <script src="js/Detector.js"></script>
  50. <script src="js/libs/stats.min.js"></script>
  51. <script src="js/libs/tween.min.js"></script>
  52. <script src='js/libs/dat.gui.min.js'></script>
  53. <script>
  54. var MARGIN = 0;
  55. var WIDTH = window.innerWidth || 2;
  56. var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
  57. var SCREEN_WIDTH = WIDTH;
  58. var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
  59. var FAR = 10000;
  60. var DAY = 0;
  61. var container, stats;
  62. var camera, scene, renderer;
  63. var mesh, geometry;
  64. var cubeCamera;
  65. var sunLight, pointLight, ambientLight;
  66. var morph;
  67. var composer, effectFXAA, hblur, vblur;
  68. var parameters, tweenDirection, tweenDay, tweenNight;
  69. var clock = new THREE.Clock();
  70. var gui, shadowConfig = {
  71. shadowCameraVisible: false,
  72. shadowCameraNear: 750,
  73. shadowCameraFar: 4000,
  74. shadowCameraFov: 30,
  75. shadowBias: -0.0002,
  76. shadowDarkness: 0.3
  77. };
  78. init();
  79. animate();
  80. function init() {
  81. container = document.createElement( 'div' );
  82. document.body.appendChild( container );
  83. // CAMERA
  84. camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
  85. camera.position.set( 500, 400, 1200 );
  86. // SCENE
  87. scene = new THREE.Scene();
  88. scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );
  89. if ( DAY )
  90. scene.fog.color.setHSV( 0.13, 0.25, 0.99 );
  91. else
  92. scene.fog.color.setHSV( 0.13, 0.25, 0.1 );
  93. // CUBE CAMERA
  94. cubeCamera = new THREE.CubeCamera( 1, FAR, 128 );
  95. scene.add( cubeCamera );
  96. // TEXTURES
  97. var x = document.createElement( "canvas" );
  98. var xc = x.getContext("2d");
  99. x.width = x.height = 128;
  100. xc.fillStyle = "#fff";
  101. xc.fillRect(0, 0, 128, 128);
  102. xc.fillStyle = "#000";
  103. xc.fillRect(0, 0, 64, 64);
  104. xc.fillStyle = "#999";
  105. xc.fillRect(32, 32, 32, 32);
  106. xc.fillStyle = "#000";
  107. xc.fillRect(64, 64, 64, 64);
  108. xc.fillStyle = "#555";
  109. xc.fillRect(96, 96, 32, 32);
  110. var texturePattern = new THREE.Texture( x, new THREE.UVMapping(), THREE.RepeatWrapping, THREE.RepeatWrapping );
  111. texturePattern.needsUpdate = true;
  112. texturePattern.repeat.set( 1000, 1000 );
  113. texturePattern.format = THREE.RGBFormat;
  114. var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
  115. textureSquares.repeat.set( 50, 50 );
  116. textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
  117. textureSquares.magFilter = THREE.NearestFilter;
  118. textureSquares.format = THREE.RGBFormat;
  119. var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
  120. textureNoiseColor.repeat.set( 1, 1 );
  121. textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
  122. textureNoiseColor.format = THREE.RGBFormat;
  123. var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
  124. textureLava.repeat.set( 6, 2 );
  125. textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
  126. textureLava.format = THREE.RGBFormat;
  127. //
  128. var path = "textures/cube/SwedishRoyalCastle/";
  129. var format = '.jpg';
  130. var urls = [
  131. path + 'px' + format, path + 'nx' + format,
  132. path + 'py' + format, path + 'ny' + format,
  133. path + 'pz' + format, path + 'nz' + format
  134. ];
  135. var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  136. // GROUND
  137. var groundMaterial = new THREE.MeshPhongMaterial( { shininess: 80, ambient: 0x444444, color: 0xffffff, specular: 0xffffff, map: textureSquares } );
  138. //groundMaterial.color.setHSV( 0.1, 0.1, 0.99 );
  139. var planeGeometry = new THREE.PlaneGeometry( 100, 100 );
  140. var ground = new THREE.Mesh( planeGeometry, groundMaterial );
  141. ground.position.set( 0, 0, 0 );
  142. ground.rotation.x = - Math.PI / 2;
  143. ground.scale.set( 1000, 1000, 1000 );
  144. ground.receiveShadow = true;
  145. scene.add( ground );
  146. // MATERIALS
  147. var shader = THREE.ShaderUtils.lib[ "cube" ];
  148. shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
  149. shader.uniforms[ "tFlip" ].value = 1;
  150. var materialCube = new THREE.ShaderMaterial( {
  151. fragmentShader: shader.fragmentShader,
  152. vertexShader: shader.vertexShader,
  153. uniforms: shader.uniforms
  154. } );
  155. var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, map: textureNoiseColor } );
  156. var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, map: textureLava } );
  157. var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );
  158. // OBJECTS
  159. var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
  160. var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
  161. var cubeGeometry = new THREE.CubeGeometry( 150, 150, 150 );
  162. addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
  163. addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
  164. mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
  165. function addObjectColor( geometry, color, x, y, z, ry ) {
  166. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, ambient: 0x444444 } );
  167. //var material = new THREE.MeshPhongMaterial( { color: color, ambient: color } );
  168. //THREE.ColorUtils.adjustHSV( material.ambient, 0, 0, -0.5 );
  169. return addObject( geometry, material, x, y, z, ry );
  170. }
  171. function addObject( geometry, material, x, y, z, ry ) {
  172. var tmpMesh = new THREE.Mesh( geometry, material );
  173. THREE.ColorUtils.adjustHSV( tmpMesh.material.color, 0.1, -0.1, 0 );
  174. tmpMesh.position.set( x, y, z );
  175. tmpMesh.rotation.y = ry;
  176. tmpMesh.castShadow = true;
  177. tmpMesh.receiveShadow = true;
  178. scene.add( tmpMesh );
  179. return tmpMesh;
  180. }
  181. var bigCube = new THREE.CubeGeometry( 50, 500, 50 );
  182. var midCube = new THREE.CubeGeometry( 50, 200, 50 );
  183. var smallCube = new THREE.CubeGeometry( 100, 100, 100 );
  184. addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
  185. addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
  186. addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
  187. addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
  188. addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
  189. addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
  190. addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
  191. addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
  192. addObjectColor( new THREE.CubeGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
  193. addObjectColor( new THREE.CubeGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
  194. addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
  195. // MORPHS
  196. var loader = new THREE.JSONLoader();
  197. loader.load( "models/animated/sittingBox.js", function( geometry ) {
  198. var morphMaterial = new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
  199. morphMaterial.shading = THREE.FlatShading;
  200. geometry.computeMorphNormals();
  201. morph = new THREE.MorphAnimMesh( geometry, morphMaterial );
  202. var s = 200;
  203. morph.scale.set( s, s, s );
  204. morph.duration = 8000;
  205. morph.mirroredLoop = true;
  206. morph.castShadow = true;
  207. morph.receiveShadow = true;
  208. scene.add( morph );
  209. } );
  210. // LIGHTS
  211. var sunIntensity = 0.3,
  212. pointIntensity = 1,
  213. pointColor = 0xffaa00;
  214. if ( DAY ) {
  215. sunIntensity = 1;
  216. pointIntensity = 0.5;
  217. pointColor = 0xffffff;
  218. }
  219. ambientLight = new THREE.AmbientLight( 0xffffff );
  220. ambientLight.color.setHSV( 0.1, 0.9, 0.25 );
  221. scene.add( ambientLight );
  222. pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
  223. pointLight.position.set( 0, 0, 0 );
  224. scene.add( pointLight );
  225. sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI, 1 );
  226. sunLight.position.set( 1000, 2000, 1000 );
  227. sunLight.castShadow = true;
  228. sunLight.shadowDarkness = 0.3 * sunIntensity;
  229. sunLight.shadowBias = -0.0002;
  230. sunLight.shadowCameraNear = 750;
  231. sunLight.shadowCameraFar = 4000;
  232. sunLight.shadowCameraFov = 30;
  233. sunLight.shadowCameraVisible = false;
  234. scene.add( sunLight );
  235. // RENDERER
  236. renderer = new THREE.WebGLRenderer( { clearColor: 0x00aaff, clearAlpha: 1, antialias: false } );
  237. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  238. if ( scene.fog )
  239. renderer.setClearColor( scene.fog.color, 1 );
  240. renderer.domElement.style.position = "absolute";
  241. renderer.domElement.style.top = MARGIN + "px";
  242. renderer.domElement.style.left = "0px";
  243. container.appendChild( renderer.domElement );
  244. //
  245. renderer.shadowMapAutoUpdate = false;
  246. renderer.shadowMapEnabled = true;
  247. renderer.shadowMapType = THREE.PCFSoftShadowMap;
  248. //
  249. renderer.gammaInput = true;
  250. renderer.gammaOutput = true;
  251. renderer.physicallyBasedShading = true;
  252. //
  253. controls = new THREE.TrackballControls( camera, renderer.domElement );
  254. controls.target.set( 0, 120, 0 );
  255. controls.rotateSpeed = 1.0;
  256. controls.zoomSpeed = 1.2;
  257. controls.panSpeed = 0.8;
  258. controls.noZoom = false;
  259. controls.noPan = false;
  260. controls.staticMoving = true;
  261. controls.dynamicDampingFactor = 0.15;
  262. controls.keys = [ 65, 83, 68 ];
  263. // STATS
  264. stats = new Stats();
  265. container.appendChild( stats.domElement );
  266. // EVENTS
  267. window.addEventListener( 'resize', onWindowResize, false );
  268. document.addEventListener( 'keydown', onKeyDown, false );
  269. // COMPOSER
  270. renderer.autoClear = false;
  271. var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  272. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  273. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  274. var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
  275. hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
  276. vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
  277. var bluriness = 4;
  278. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  279. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  280. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  281. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  282. composer = new THREE.EffectComposer( renderer, renderTarget );
  283. var renderModel = new THREE.RenderPass( scene, camera );
  284. effectVignette.renderToScreen = true;
  285. vblur.renderToScreen = true;
  286. effectFXAA.renderToScreen = true;
  287. composer = new THREE.EffectComposer( renderer, renderTarget );
  288. composer.addPass( renderModel );
  289. composer.addPass( effectFXAA );
  290. //composer.addPass( hblur );
  291. //composer.addPass( vblur );
  292. //composer.addPass( effectVignette );
  293. // TWEEN
  294. parameters = { control: 0 };
  295. tweenDirection = -1;
  296. tweenDay = new TWEEN.Tween( parameters ).to( { control: 100 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
  297. tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
  298. // GUI
  299. gui = new dat.GUI();
  300. gui.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
  301. sunLight.shadowCameraVisible = shadowConfig.shadowCameraVisible;
  302. });
  303. gui.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
  304. sunLight.shadowCamera.near = shadowConfig.shadowCameraNear;
  305. sunLight.shadowCamera.updateProjectionMatrix();
  306. });
  307. gui.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
  308. sunLight.shadowCamera.far = shadowConfig.shadowCameraFar;
  309. sunLight.shadowCamera.updateProjectionMatrix();
  310. });
  311. gui.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
  312. sunLight.shadowCamera.fov = shadowConfig.shadowCameraFov;
  313. sunLight.shadowCamera.updateProjectionMatrix();
  314. });
  315. gui.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
  316. sunLight.shadowBias = shadowConfig.shadowBias;
  317. });
  318. gui.add( shadowConfig, 'shadowDarkness', 0, 1 ).onChange( function() {
  319. });
  320. gui.close();
  321. }
  322. //
  323. function onWindowResize( event ) {
  324. SCREEN_WIDTH = window.innerWidth;
  325. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  326. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  327. camera.updateProjectionMatrix();
  328. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  329. composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  330. hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
  331. vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
  332. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  333. controls.handleResize();
  334. }
  335. //
  336. function onKeyDown ( event ) {
  337. switch ( event.keyCode ) {
  338. case 78: /*N*/
  339. if ( tweenDirection == 1 ) {
  340. tweenDay.stop();
  341. tweenNight.start();
  342. tweenDirection = -1;
  343. } else {
  344. tweenNight.stop();
  345. tweenDay.start();
  346. tweenDirection = 1;
  347. }
  348. break;
  349. }
  350. }
  351. //
  352. function animate() {
  353. requestAnimationFrame( animate );
  354. render();
  355. stats.update();
  356. }
  357. function render() {
  358. // update
  359. var delta = 1000 * clock.getDelta();
  360. TWEEN.update();
  361. controls.update();
  362. if ( morph ) morph.updateAnimation( delta );
  363. scene.fog.color.setHSV( 0.13, 0.25, THREE.Math.mapLinear( parameters.control, 0, 100, 0.1, 0.99 ) );
  364. renderer.setClearColor( scene.fog.color, 1 );
  365. sunLight.intensity = THREE.Math.mapLinear( parameters.control, 0, 100, 0.3, 1 );
  366. pointLight.intensity = THREE.Math.mapLinear( parameters.control, 0, 100, 1, 0.5 );
  367. pointLight.color.setHSV( 0.1, THREE.Math.mapLinear( parameters.control, 0, 100, 0.99, 0 ), 0.9 );
  368. sunLight.shadowDarkness = shadowConfig.shadowDarkness * sunLight.intensity;
  369. // render shadow map
  370. renderer.autoUpdateObjects = false;
  371. renderer.initWebGLObjects( scene );
  372. renderer.updateShadowMap( scene, camera );
  373. // render cube map
  374. mesh.visible = false;
  375. renderer.autoClear = true;
  376. cubeCamera.position.copy( mesh.position );
  377. cubeCamera.updateCubeMap( renderer, scene );
  378. renderer.autoClear = false;
  379. mesh.visible = true;
  380. // render scene
  381. renderer.autoUpdateObjects = true;
  382. //renderer.render( scene, camera );
  383. //renderer.clearTarget( null, 1, 1, 1 );
  384. composer.render( 0.1 );
  385. }
  386. </script>
  387. </body>
  388. </html>