webgl_materials_texture_exr.html 4.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - EXR texture loader</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. color:#fff;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. }
  24. a { color: red; }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl EXR texture loader example
  31. </div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/loaders/EXRLoader.js"></script>
  34. <script src="js/Detector.js"></script>
  35. <script src="js/libs/stats.min.js"></script>
  36. <!-- HDR fragment shader -->
  37. <script id="fs-hdr" type="x-shader/x-fragment">
  38. uniform sampler2D tDiffuse;
  39. uniform float exposure;
  40. uniform float brightMax;
  41. varying vec2 vUv;
  42. void main() {
  43. vec4 color = texture2D( tDiffuse, vUv );
  44. // Perform tone-mapping
  45. float Y = dot(vec4(0.30, 0.59, 0.11, 0.0), color);
  46. float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
  47. color *= YD;
  48. gl_FragColor = vec4( color.xyz, 1.0 );
  49. }
  50. </script>
  51. <!-- HDR vertex shader -->
  52. <script id="vs-hdr" type="x-shader/x-vertex">
  53. varying vec2 vUv;
  54. void main() {
  55. vUv = uv;
  56. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  57. }
  58. </script>
  59. <script>
  60. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  61. var container, stats;
  62. var camera, scene, renderer;
  63. var materialHDR, quad, gamma, exposure;
  64. var sign = 1, rate = 1;
  65. var clock = new THREE.Clock();
  66. init();
  67. function init() {
  68. container = document.getElementById( 'container' );
  69. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
  70. camera.position.z = 900;
  71. scene = new THREE.Scene();
  72. var loader = new THREE.EXRLoader();
  73. var texture = loader.load( "textures/latlng_env_uncompressed.exr", function( texture, textureData ){
  74. console.log( textureData.header ); // exr header
  75. materialHDR = new THREE.ShaderMaterial( {
  76. uniforms: {
  77. tDiffuse: { value: texture },
  78. exposure: { value: 1.0 },
  79. brightMax: { value: 20.0 }
  80. },
  81. vertexShader: getText( 'vs-hdr' ),
  82. fragmentShader: getText( 'fs-hdr' )
  83. } );
  84. quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( textureData.width, textureData.height ), materialHDR );
  85. quad.position.z = -100;
  86. scene.add( quad );
  87. animate();
  88. } );
  89. texture.minFilter = THREE.LinearFilter;
  90. texture.magFilter = THREE.NearestFilter;
  91. renderer = new THREE.WebGLRenderer();
  92. renderer.setPixelRatio( window.devicePixelRatio );
  93. renderer.setSize( window.innerWidth, window.innerHeight );
  94. container.appendChild( renderer.domElement );
  95. stats = new Stats();
  96. container.appendChild( stats.dom );
  97. //
  98. window.addEventListener( 'resize', onWindowResize, false );
  99. }
  100. function onWindowResize() {
  101. camera.aspect = window.innerWidth / window.innerHeight;
  102. camera.updateProjectionMatrix();
  103. renderer.setSize( window.innerWidth, window.innerHeight );
  104. }
  105. function getText( id ) {
  106. return document.getElementById( id ).textContent;
  107. }
  108. //
  109. function animate() {
  110. requestAnimationFrame( animate );
  111. render();
  112. stats.update();
  113. }
  114. function render() {
  115. var delta = clock.getDelta() * 5;
  116. if ( materialHDR.uniforms.exposure.value > 0 || materialHDR.uniforms.exposure.value < 1 ) {
  117. rate = 0.25;
  118. } else {
  119. rate = 1;
  120. }
  121. if ( materialHDR.uniforms.exposure.value > 5 || materialHDR.uniforms.exposure.value <= 0 ) {
  122. sign *= -1;
  123. }
  124. materialHDR.uniforms.exposure.value += sign * rate * delta;
  125. renderer.render( scene, camera );
  126. }
  127. </script>
  128. </body>
  129. </html>