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