webgl_tonemapping.html 5.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - 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. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Tone Mapping<br />
  12. Battle Damaged Sci-fi Helmet by
  13. <a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
  14. <a href="https://hdrihaven.com/hdri/?h=venice_sunset" target="_blank" rel="noopener">Venice Sunset</a> by <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
  15. </div>
  16. <!-- Import maps polyfill -->
  17. <!-- Remove this when import maps will be widely supported -->
  18. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.module.js"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three';
  28. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  29. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  30. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  31. import { RGBELoader } from './jsm/loaders/RGBELoader.js';
  32. let mesh, renderer, scene, camera, controls;
  33. let gui, guiExposure = null;
  34. const params = {
  35. exposure: 1.0,
  36. toneMapping: 'ACESFilmic'
  37. };
  38. const toneMappingOptions = {
  39. None: THREE.NoToneMapping,
  40. Linear: THREE.LinearToneMapping,
  41. Reinhard: THREE.ReinhardToneMapping,
  42. Cineon: THREE.CineonToneMapping,
  43. ACESFilmic: THREE.ACESFilmicToneMapping,
  44. Custom: THREE.CustomToneMapping
  45. };
  46. init().catch( function ( err ) {
  47. console.error( err );
  48. } );
  49. async function init() {
  50. renderer = new THREE.WebGLRenderer( { antialias: true } );
  51. renderer.setPixelRatio( window.devicePixelRatio );
  52. renderer.setSize( window.innerWidth, window.innerHeight );
  53. document.body.appendChild( renderer.domElement );
  54. renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
  55. renderer.toneMappingExposure = params.exposure;
  56. renderer.outputEncoding = THREE.sRGBEncoding;
  57. // Set CustomToneMapping to Uncharted2
  58. // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  59. THREE.ShaderChunk.tonemapping_pars_fragment = THREE.ShaderChunk.tonemapping_pars_fragment.replace(
  60. 'vec3 CustomToneMapping( vec3 color ) { return color; }',
  61. `#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
  62. float toneMappingWhitePoint = 1.0;
  63. vec3 CustomToneMapping( vec3 color ) {
  64. color *= toneMappingExposure;
  65. return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
  66. }`
  67. );
  68. scene = new THREE.Scene();
  69. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  70. camera.position.set( - 1.8, 0.6, 2.7 );
  71. controls = new OrbitControls( camera, renderer.domElement );
  72. controls.addEventListener( 'change', render ); // use if there is no animation loop
  73. controls.enableZoom = false;
  74. controls.enablePan = false;
  75. controls.target.set( 0, 0, - 0.2 );
  76. controls.update();
  77. const rgbeLoader = new RGBELoader()
  78. .setPath( 'textures/equirectangular/' );
  79. const gltfLoader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
  80. const [ texture, gltf ] = await Promise.all( [
  81. rgbeLoader.loadAsync( 'venice_sunset_1k.hdr' ),
  82. gltfLoader.loadAsync( 'DamagedHelmet.gltf' ),
  83. ] );
  84. // environment
  85. texture.mapping = THREE.EquirectangularReflectionMapping;
  86. scene.background = texture;
  87. scene.environment = texture;
  88. // model
  89. mesh = gltf.scene.getObjectByName( 'node_damagedHelmet_-6514' );
  90. scene.add( mesh );
  91. render();
  92. window.addEventListener( 'resize', onWindowResize );
  93. gui = new GUI();
  94. gui.add( params, 'toneMapping', Object.keys( toneMappingOptions ) )
  95. .onChange( function () {
  96. updateGUI();
  97. renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
  98. render();
  99. } );
  100. updateGUI();
  101. gui.open();
  102. }
  103. function updateGUI() {
  104. if ( guiExposure !== null ) {
  105. guiExposure.destroy();
  106. guiExposure = null;
  107. }
  108. if ( params.toneMapping !== 'None' ) {
  109. guiExposure = gui.add( params, 'exposure', 0, 2 )
  110. .onChange( function () {
  111. renderer.toneMappingExposure = params.exposure;
  112. render();
  113. } );
  114. }
  115. }
  116. function onWindowResize() {
  117. camera.aspect = window.innerWidth / window.innerHeight;
  118. camera.updateProjectionMatrix();
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. render();
  121. }
  122. function render() {
  123. renderer.render( scene, camera );
  124. }
  125. </script>
  126. </body>
  127. </html>