webgl_shaders_tonemapping.html 16 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - adaptive tone-mapping</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:#000;
  10. color:#fff;
  11. padding:0;
  12. margin:0;
  13. overflow:hidden;
  14. font-family:georgia;
  15. text-align:center;
  16. }
  17. a { color:skyblue; text-decoration:none }
  18. canvas { pointer-events:none; z-index:0; position:relative; }
  19. .label { background-color: black; position: absolute; z-index: 100; padding: 5px }
  20. </style>
  21. </head>
  22. <body>
  23. <div id="d">
  24. <div id="info">
  25. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl demo :
  26. Earth diffuse and city lights by <a href="http://seanward.org" target="_blank" rel="noopener">Sean Ward</a> :
  27. </div>
  28. <div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
  29. <div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
  30. <div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
  31. <div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
  32. <div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
  33. <div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
  34. </div>
  35. <script src="../build/three.js"></script>
  36. <script src="js/WebGL.js"></script>
  37. <script src="js/libs/dat.gui.min.js"></script>
  38. <script src="js/shaders/CopyShader.js"></script>
  39. <script src="js/shaders/LuminosityShader.js"></script>
  40. <script src="js/shaders/ConvolutionShader.js"></script>
  41. <script src="js/shaders/ToneMapShader.js"></script>
  42. <script src="js/shaders/GammaCorrectionShader.js"></script>
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/postprocessing/RenderPass.js"></script>
  45. <script src="js/postprocessing/MaskPass.js"></script>
  46. <script src="js/postprocessing/ShaderPass.js"></script>
  47. <script src="js/postprocessing/BloomPass.js"></script>
  48. <script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
  49. <script src="js/controls/OrbitControls.js"></script>
  50. <script>
  51. if ( WEBGL.isWebGLAvailable() === false ) {
  52. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  53. }
  54. var container;
  55. var bloomPass, adaptToneMappingPass, ldrToneMappingPass, hdrToneMappingPass;
  56. var params;
  57. var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
  58. var cameraCube, sceneCube;
  59. var cameraBG, debugScene;
  60. var adaptiveLuminanceMat, currentLuminanceMat;
  61. var directionalLight;
  62. var orbitControls;
  63. var windowHalfX = window.innerWidth / 2;
  64. var windowHalfY = window.innerHeight / 2;
  65. var windowThirdX = window.innerWidth / 3;
  66. init();
  67. animate();
  68. function init() {
  69. params = {
  70. bloomAmount: 1.0,
  71. sunLight: 4.0,
  72. enabled: true,
  73. avgLuminance: 0.7,
  74. middleGrey: 0.04,
  75. maxLuminance: 16,
  76. adaptionRate: 2.0
  77. };
  78. container = document.createElement( 'div' );
  79. document.body.appendChild( container );
  80. // CAMERAS
  81. camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
  82. camera.position.x = 700;
  83. camera.position.y = 400;
  84. camera.position.z = 800;
  85. cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
  86. cameraBG = new THREE.OrthographicCamera( - windowHalfX, windowHalfX, windowHalfY, - windowHalfY, - 10000, 10000 );
  87. cameraBG.position.z = 100;
  88. orbitControls = new THREE.OrbitControls( camera, container );
  89. orbitControls.autoRotate = true;
  90. orbitControls.autoRotateSpeed = 1;
  91. // SCENE
  92. scene = new THREE.Scene();
  93. sceneCube = new THREE.Scene();
  94. debugScene = new THREE.Scene();
  95. // LIGHTS
  96. var ambient = new THREE.AmbientLight( 0x050505 );
  97. scene.add( ambient );
  98. directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
  99. directionalLight.position.set( 2, 0, 10 ).normalize();
  100. scene.add( directionalLight );
  101. var atmoShader = {
  102. side: THREE.BackSide,
  103. // blending: THREE.AdditiveBlending,
  104. transparent: true,
  105. lights: true,
  106. uniforms: THREE.UniformsUtils.merge( [
  107. THREE.UniformsLib[ "common" ],
  108. THREE.UniformsLib[ "lights" ]
  109. ] ),
  110. vertexShader: [
  111. "varying vec3 vViewPosition;",
  112. "varying vec3 vNormal;",
  113. "void main() {",
  114. THREE.ShaderChunk[ "beginnormal_vertex" ],
  115. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  116. " vNormal = normalize( transformedNormal );",
  117. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  118. "vViewPosition = -mvPosition.xyz;",
  119. "gl_Position = projectionMatrix * mvPosition;",
  120. "}"
  121. ].join( "\n" ),
  122. fragmentShader: [
  123. THREE.ShaderChunk[ "common" ],
  124. THREE.ShaderChunk[ "bsdfs" ],
  125. THREE.ShaderChunk[ "lights_pars_begin" ],
  126. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  127. "void main() {",
  128. "vec3 normal = normalize( -vNormal );",
  129. "vec3 viewPosition = normalize( vViewPosition );",
  130. "#if NUM_DIR_LIGHTS > 0",
  131. "vec3 dirDiffuse = vec3( 0.0 );",
  132. "for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
  133. "vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
  134. "vec3 dirVector = normalize( lDirection.xyz );",
  135. "float dotProduct = dot( viewPosition, dirVector );",
  136. "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
  137. "dotProduct *= dotProduct;",
  138. "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
  139. "}",
  140. "#endif",
  141. //Fade out atmosphere at edge
  142. "float viewDot = abs(dot( normal, viewPosition ));",
  143. "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
  144. "vec3 color = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
  145. "gl_FragColor = vec4( color, viewDot );",
  146. "}"
  147. ].join( "\n" )
  148. };
  149. var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
  150. var earthMat = new THREE.MeshPhongMaterial( {
  151. color: 0xffffff,
  152. shininess: 200
  153. } );
  154. var textureLoader = new THREE.TextureLoader();
  155. textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function ( tex ) {
  156. earthMat.map = tex;
  157. earthMat.needsUpdate = true;
  158. } );
  159. textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function ( tex ) {
  160. earthMat.specularMap = tex;
  161. earthMat.needsUpdate = true;
  162. } );
  163. // var earthNormal = textureLoader.load( 'textures/planets/earth-new-normal-2048.jpg', function( tex ) {
  164. // earthMat.normalMap = tex;
  165. // earthMat.needsUpdate = true;
  166. // } );
  167. var earthLights = textureLoader.load( 'textures/planets/earth_lights_2048.png' );
  168. var earthLightsMat = new THREE.MeshBasicMaterial( {
  169. color: 0xffffff,
  170. blending: THREE.AdditiveBlending,
  171. transparent: true,
  172. depthTest: false,
  173. map: earthLights,
  174. } );
  175. var clouds = textureLoader.load( 'textures/planets/earth_clouds_2048.png' );
  176. var earthCloudsMat = new THREE.MeshLambertMaterial( {
  177. color: 0xffffff,
  178. blending: THREE.NormalBlending,
  179. transparent: true,
  180. depthTest: false,
  181. map: clouds
  182. } );
  183. var earthGeo = new THREE.SphereBufferGeometry( 600, 24, 24 );
  184. var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
  185. scene.add( sphereMesh );
  186. var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
  187. scene.add( sphereLightsMesh );
  188. var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
  189. scene.add( sphereCloudsMesh );
  190. var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
  191. sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
  192. scene.add( sphereAtmoMesh );
  193. var vBGShader = [
  194. // "attribute vec2 uv;",
  195. "varying vec2 vUv;",
  196. "void main() {",
  197. "vUv = uv;",
  198. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  199. "}"
  200. ].join( "\n" );
  201. var pBGShader = [
  202. "uniform sampler2D map;",
  203. "varying vec2 vUv;",
  204. "void main() {",
  205. "vec2 sampleUV = vUv;",
  206. "vec4 color = texture2D( map, sampleUV, 0.0 );",
  207. "gl_FragColor = vec4( color.xyz, 1.0 );",
  208. "}"
  209. ].join( "\n" );
  210. // Skybox
  211. adaptiveLuminanceMat = new THREE.ShaderMaterial( {
  212. uniforms: {
  213. "map": { value: null }
  214. },
  215. vertexShader: vBGShader,
  216. fragmentShader: pBGShader,
  217. depthTest: false,
  218. // color: 0xffffff
  219. blending: THREE.NoBlending
  220. } );
  221. currentLuminanceMat = new THREE.ShaderMaterial( {
  222. uniforms: {
  223. "map": { value: null }
  224. },
  225. vertexShader: vBGShader,
  226. fragmentShader: pBGShader,
  227. depthTest: false
  228. // color: 0xffffff
  229. // blending: THREE.NoBlending
  230. } );
  231. var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
  232. quadBG.position.z = - 500;
  233. quadBG.position.x = - window.innerWidth * 0.5 + window.innerWidth * 0.05;
  234. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  235. debugScene.add( quadBG );
  236. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
  237. quadBG.position.z = - 500;
  238. quadBG.position.x = - window.innerWidth * 0.5 + window.innerWidth * 0.15;
  239. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  240. debugScene.add( quadBG );
  241. var r = "textures/cube/MilkyWay/";
  242. var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
  243. r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
  244. r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
  245. var textureCube = new THREE.CubeTextureLoader().load( urls );
  246. textureCube.format = THREE.RGBFormat;
  247. sceneCube.background = textureCube;
  248. renderer = new THREE.WebGLRenderer();
  249. renderer.setPixelRatio( window.devicePixelRatio );
  250. renderer.setSize( window.innerWidth, window.innerHeight );
  251. renderer.autoClear = false;
  252. renderer.gammaInput = true;
  253. renderer.gammaOutput = false;
  254. container.appendChild( renderer.domElement );
  255. // var width = window.innerWidth || 1;
  256. var height = window.innerHeight || 1;
  257. var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  258. var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  259. ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
  260. if ( renderer.extensions.get( 'OES_texture_half_float_linear' ) ) {
  261. parameters.type = THREE.FloatType;
  262. }
  263. var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  264. dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  265. dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
  266. hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  267. var debugPass = new THREE.RenderPass( debugScene, cameraBG );
  268. debugPass.clear = false;
  269. var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
  270. var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
  271. scenePass.clear = false;
  272. adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
  273. adaptToneMappingPass.needsSwap = true;
  274. ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  275. hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  276. bloomPass = new THREE.BloomPass();
  277. var gammaCorrectionPass = new THREE.ShaderPass( THREE.GammaCorrectionShader );
  278. gammaCorrectionPass.renderToScreen = true;
  279. dynamicHdrEffectComposer.addPass( skyboxPass );
  280. dynamicHdrEffectComposer.addPass( scenePass );
  281. dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
  282. // dynamicHdrEffectComposer.addPass( debugPass );
  283. dynamicHdrEffectComposer.addPass( bloomPass );
  284. dynamicHdrEffectComposer.addPass( gammaCorrectionPass );
  285. hdrEffectComposer.addPass( skyboxPass );
  286. hdrEffectComposer.addPass( scenePass );
  287. hdrEffectComposer.addPass( hdrToneMappingPass );
  288. hdrEffectComposer.addPass( bloomPass );
  289. hdrEffectComposer.addPass( gammaCorrectionPass );
  290. ldrEffectComposer.addPass( skyboxPass );
  291. ldrEffectComposer.addPass( scenePass );
  292. ldrEffectComposer.addPass( ldrToneMappingPass );
  293. ldrEffectComposer.addPass( bloomPass );
  294. ldrEffectComposer.addPass( gammaCorrectionPass );
  295. // var gammaPass = new THREE.ShaderPass( GammaShader );
  296. // gammaPass.renderToScreen = true;
  297. // ldrEffectComposer.addPass( gammaPass );
  298. var gui = new dat.GUI();
  299. // dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
  300. var sceneGui = gui.addFolder( 'Scenes' );
  301. var toneMappingGui = gui.addFolder( 'ToneMapping' );
  302. var staticToneMappingGui = gui.addFolder( 'StaticOnly' );
  303. var adaptiveToneMappingGui = gui.addFolder( 'AdaptiveOnly' );
  304. sceneGui.add( params, 'bloomAmount', 0.0, 10.0 );
  305. sceneGui.add( params, 'sunLight', 0.1, 12.0 );
  306. toneMappingGui.add( params, 'enabled' );
  307. toneMappingGui.add( params, 'middleGrey', 0, 12 );
  308. toneMappingGui.add( params, 'maxLuminance', 1, 30 );
  309. staticToneMappingGui.add( params, 'avgLuminance', 0.001, 2.0 );
  310. adaptiveToneMappingGui.add( params, 'adaptionRate', 0.0, 10.0 );
  311. gui.open();
  312. window.addEventListener( 'resize', onWindowResize, false );
  313. }
  314. function onWindowResize() {
  315. windowHalfX = window.innerWidth / 2;
  316. windowHalfY = window.innerHeight / 2;
  317. windowThirdX = window.innerWidth / 3;
  318. camera.aspect = windowThirdX / window.innerHeight;
  319. camera.updateProjectionMatrix();
  320. cameraCube.aspect = windowThirdX / window.innerHeight;
  321. cameraCube.updateProjectionMatrix();
  322. renderer.setSize( window.innerWidth, window.innerHeight );
  323. }
  324. function animate() {
  325. requestAnimationFrame( animate );
  326. if ( bloomPass ) {
  327. bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
  328. }
  329. if ( adaptToneMappingPass ) {
  330. adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
  331. adaptiveLuminanceMat.uniforms[ "map" ].value = adaptToneMappingPass.luminanceRT;
  332. currentLuminanceMat.uniforms[ "map" ].value = adaptToneMappingPass.currentLuminanceRT;
  333. adaptToneMappingPass.enabled = params.enabled;
  334. adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
  335. adaptToneMappingPass.setMiddleGrey( params.middleGrey );
  336. hdrToneMappingPass.enabled = params.enabled;
  337. hdrToneMappingPass.setMaxLuminance( params.maxLuminance );
  338. hdrToneMappingPass.setMiddleGrey( params.middleGrey );
  339. if ( hdrToneMappingPass.setAverageLuminance ) {
  340. hdrToneMappingPass.setAverageLuminance( params.avgLuminance );
  341. }
  342. ldrToneMappingPass.enabled = params.enabled;
  343. ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
  344. ldrToneMappingPass.setMiddleGrey( params.middleGrey );
  345. if ( ldrToneMappingPass.setAverageLuminance ) {
  346. ldrToneMappingPass.setAverageLuminance( params.avgLuminance );
  347. }
  348. }
  349. directionalLight.intensity = params.sunLight;
  350. orbitControls.update();
  351. render();
  352. }
  353. function render() {
  354. camera.lookAt( scene.position );
  355. cameraCube.rotation.copy( camera.rotation );
  356. renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
  357. ldrEffectComposer.render( 0.017 );
  358. renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
  359. hdrEffectComposer.render( 0.017 );
  360. renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
  361. dynamicHdrEffectComposer.render( 0.017 );
  362. }
  363. </script>
  364. </body>
  365. </html>