webgl_shading_physical.html 9.4 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl physically based shading testbed
  12. </div>
  13. <script type="module">
  14. import * as THREE from '../build/three.module.js';
  15. import Stats from './jsm/libs/stats.module.js';
  16. import { GUI } from './jsm/libs/dat.gui.module.js';
  17. import { TrackballControls } from './jsm/controls/TrackballControls.js';
  18. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  19. var container, stats;
  20. var camera, scene, renderer;
  21. var mesh;
  22. var controls;
  23. var cubeCamera;
  24. var sunLight, pointLight, ambientLight;
  25. var mixer;
  26. var clock = new THREE.Clock();
  27. var gui, shadowCameraHelper, shadowConfig = {
  28. shadowCameraVisible: false,
  29. shadowCameraNear: 750,
  30. shadowCameraFar: 4000,
  31. shadowCameraFov: 30,
  32. shadowBias: - 0.0002
  33. };
  34. init();
  35. animate();
  36. function init() {
  37. container = document.createElement( 'div' );
  38. document.body.appendChild( container );
  39. // CAMERA
  40. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 2, 10000 );
  41. camera.position.set( 500, 400, 1200 );
  42. // SCENE
  43. scene = new THREE.Scene();
  44. scene.fog = new THREE.Fog( 0, 1000, 10000 );
  45. // CUBE CAMERA
  46. cubeCamera = new THREE.CubeCamera( 1, 10000, 128, { encoding: THREE.sRGBEncoding } );
  47. // TEXTURES
  48. var textureLoader = new THREE.TextureLoader();
  49. var textureSquares = textureLoader.load( "textures/patterns/bright_squares256.png" );
  50. textureSquares.repeat.set( 50, 50 );
  51. textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
  52. textureSquares.magFilter = THREE.NearestFilter;
  53. textureSquares.format = THREE.RGBFormat;
  54. textureSquares.encoding = THREE.sRGBEncoding;
  55. var textureNoiseColor = textureLoader.load( "textures/disturb.jpg" );
  56. textureNoiseColor.repeat.set( 1, 1 );
  57. textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
  58. textureNoiseColor.format = THREE.RGBFormat;
  59. textureNoiseColor.encoding = THREE.sRGBEncoding;
  60. var textureLava = textureLoader.load( "textures/lava/lavatile.jpg" );
  61. textureLava.repeat.set( 6, 2 );
  62. textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
  63. textureLava.format = THREE.RGBFormat;
  64. textureLava.encoding = THREE.sRGBEncoding;
  65. // GROUND
  66. var groundMaterial = new THREE.MeshPhongMaterial( {
  67. shininess: 80,
  68. color: 0xffffff,
  69. specular: 0xffffff,
  70. map: textureSquares
  71. } );
  72. var planeGeometry = new THREE.PlaneBufferGeometry( 100, 100 );
  73. var ground = new THREE.Mesh( planeGeometry, groundMaterial );
  74. ground.position.set( 0, 0, 0 );
  75. ground.rotation.x = - Math.PI / 2;
  76. ground.scale.set( 1000, 1000, 1000 );
  77. ground.receiveShadow = true;
  78. scene.add( ground );
  79. // MATERIALS
  80. var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, map: textureNoiseColor } );
  81. var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, map: textureLava } );
  82. var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget.texture } );
  83. // OBJECTS
  84. var sphereGeometry = new THREE.SphereBufferGeometry( 100, 64, 32 );
  85. var torusGeometry = new THREE.TorusBufferGeometry( 240, 60, 32, 64 );
  86. var cubeGeometry = new THREE.BoxBufferGeometry( 150, 150, 150 );
  87. addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
  88. addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
  89. mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, - 350, 0 );
  90. mesh.add( cubeCamera );
  91. function addObjectColor( geometry, color, x, y, z, ry ) {
  92. var material = new THREE.MeshPhongMaterial( { color: 0xffffff } );
  93. return addObject( geometry, material, x, y, z, ry );
  94. }
  95. function addObject( geometry, material, x, y, z, ry ) {
  96. var tmpMesh = new THREE.Mesh( geometry, material );
  97. tmpMesh.material.color.offsetHSL( 0.1, - 0.1, 0 );
  98. tmpMesh.position.set( x, y, z );
  99. tmpMesh.rotation.y = ry;
  100. tmpMesh.castShadow = true;
  101. tmpMesh.receiveShadow = true;
  102. scene.add( tmpMesh );
  103. return tmpMesh;
  104. }
  105. var bigCube = new THREE.BoxBufferGeometry( 50, 500, 50 );
  106. var midCube = new THREE.BoxBufferGeometry( 50, 200, 50 );
  107. var smallCube = new THREE.BoxBufferGeometry( 100, 100, 100 );
  108. addObjectColor( bigCube, 0xff0000, - 500, 250, 0, 0 );
  109. addObjectColor( smallCube, 0xff0000, - 500, 50, - 150, 0 );
  110. addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
  111. addObjectColor( smallCube, 0x00ff00, 500, 50, - 150, 0 );
  112. addObjectColor( midCube, 0x0000ff, 0, 100, - 500, 0 );
  113. addObjectColor( smallCube, 0x0000ff, - 150, 50, - 500, 0 );
  114. addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
  115. addObjectColor( smallCube, 0xff00ff, - 150, 50, 500, 0 );
  116. addObjectColor( new THREE.BoxBufferGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI / 4 );
  117. addObjectColor( new THREE.BoxBufferGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
  118. addObjectColor( new THREE.SphereBufferGeometry( 100, 32, 26 ), 0xffffff, - 300, 100, 300, 0 );
  119. // MORPHS
  120. var loader = new GLTFLoader();
  121. loader.load( "models/gltf/SittingBox.glb", function ( gltf ) {
  122. var mesh = gltf.scene.children[ 0 ];
  123. mixer = new THREE.AnimationMixer( mesh );
  124. mixer.clipAction( gltf.animations[ 0 ] ).setDuration( 10 ).play();
  125. var s = 200;
  126. mesh.scale.set( s, s, s );
  127. //morph.duration = 8000;
  128. //morph.mirroredLoop = true;
  129. mesh.castShadow = true;
  130. mesh.receiveShadow = true;
  131. scene.add( mesh );
  132. } );
  133. // LIGHTS
  134. ambientLight = new THREE.AmbientLight( 0x3f2806 );
  135. scene.add( ambientLight );
  136. pointLight = new THREE.PointLight( 0xffaa00, 1, 5000 );
  137. scene.add( pointLight );
  138. sunLight = new THREE.SpotLight( 0xffffff, 0.3, 0, Math.PI / 2 );
  139. sunLight.position.set( 1000, 2000, 1000 );
  140. sunLight.castShadow = true;
  141. sunLight.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( shadowConfig.shadowCameraFov, 1, shadowConfig.shadowCameraNear, shadowConfig.shadowCameraFar ) );
  142. sunLight.shadow.bias = shadowConfig.shadowBias;
  143. scene.add( sunLight );
  144. // SHADOW CAMERA HELPER
  145. shadowCameraHelper = new THREE.CameraHelper( sunLight.shadow.camera );
  146. shadowCameraHelper.visible = shadowConfig.shadowCameraVisible;
  147. scene.add( shadowCameraHelper );
  148. // RENDERER
  149. renderer = new THREE.WebGLRenderer( { antialias: true } );
  150. renderer.setPixelRatio( window.devicePixelRatio );
  151. renderer.setSize( window.innerWidth, window.innerHeight );
  152. container.appendChild( renderer.domElement );
  153. //
  154. renderer.shadowMap.enabled = true;
  155. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  156. renderer.outputEncoding = THREE.sRGBEncoding;
  157. //
  158. controls = new TrackballControls( camera, renderer.domElement );
  159. controls.target.set( 0, 120, 0 );
  160. controls.rotateSpeed = 1.0;
  161. controls.zoomSpeed = 1.2;
  162. controls.panSpeed = 0.8;
  163. controls.staticMoving = true;
  164. controls.keys = [ 65, 83, 68 ];
  165. // STATS
  166. stats = new Stats();
  167. container.appendChild( stats.dom );
  168. // EVENTS
  169. window.addEventListener( 'resize', onWindowResize, false );
  170. // GUI
  171. gui = new GUI( { width: 400 } );
  172. // SHADOW
  173. var shadowGUI = gui.addFolder( "Shadow" );
  174. shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function () {
  175. shadowCameraHelper.visible = shadowConfig.shadowCameraVisible;
  176. } );
  177. shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function () {
  178. sunLight.shadow.camera.near = shadowConfig.shadowCameraNear;
  179. sunLight.shadow.camera.updateProjectionMatrix();
  180. shadowCameraHelper.update();
  181. } );
  182. shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function () {
  183. sunLight.shadow.camera.far = shadowConfig.shadowCameraFar;
  184. sunLight.shadow.camera.updateProjectionMatrix();
  185. shadowCameraHelper.update();
  186. } );
  187. shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function () {
  188. sunLight.shadow.camera.fov = shadowConfig.shadowCameraFov;
  189. sunLight.shadow.camera.updateProjectionMatrix();
  190. shadowCameraHelper.update();
  191. } );
  192. shadowGUI.add( shadowConfig, 'shadowBias', - 0.01, 0.01 ).onChange( function () {
  193. sunLight.shadow.bias = shadowConfig.shadowBias;
  194. } );
  195. shadowGUI.open();
  196. }
  197. //
  198. function onWindowResize() {
  199. camera.aspect = window.innerWidth / window.innerHeight;
  200. camera.updateProjectionMatrix();
  201. renderer.setSize( window.innerWidth, window.innerHeight );
  202. controls.handleResize();
  203. }
  204. //
  205. function animate() {
  206. requestAnimationFrame( animate );
  207. stats.begin();
  208. render();
  209. stats.end();
  210. }
  211. function render() {
  212. // update
  213. var delta = clock.getDelta();
  214. controls.update();
  215. if ( mixer ) {
  216. mixer.update( delta );
  217. }
  218. // render cube map
  219. mesh.visible = false;
  220. cubeCamera.update( renderer, scene );
  221. mesh.visible = true;
  222. // render scene
  223. renderer.render( scene, camera );
  224. }
  225. </script>
  226. </body>
  227. </html>