webgl_postprocessing_godrays.html 13 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - godrays</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> - webgl god-rays example - tree by <a href="http://www.turbosquid.com/3d-models/free-tree-3d-model/592617" target="_blank" rel="noopener">stanloshka</a>
  12. </div>
  13. <!-- Import maps polyfill -->
  14. <!-- Remove this when import maps will be widely supported -->
  15. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import Stats from 'three/addons/libs/stats.module.js';
  27. import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
  28. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  29. import { GodRaysFakeSunShader, GodRaysDepthMaskShader, GodRaysCombineShader, GodRaysGenerateShader } from 'three/addons/shaders/GodRaysShader.js';
  30. let container, stats;
  31. let camera, scene, renderer, materialDepth;
  32. let sphereMesh;
  33. const sunPosition = new THREE.Vector3( 0, 1000, - 1000 );
  34. const clipPosition = new THREE.Vector4();
  35. const screenSpacePosition = new THREE.Vector3();
  36. const postprocessing = { enabled: true };
  37. const orbitRadius = 200;
  38. const bgColor = 0x000511;
  39. const sunColor = 0xffee00;
  40. // Use a smaller size for some of the god-ray render targets for better performance.
  41. const godrayRenderTargetResolutionMultiplier = 1.0 / 4.0;
  42. init();
  43. animate();
  44. function init() {
  45. container = document.createElement( 'div' );
  46. document.body.appendChild( container );
  47. //
  48. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  49. camera.position.z = 200;
  50. scene = new THREE.Scene();
  51. //
  52. materialDepth = new THREE.MeshDepthMaterial();
  53. const materialScene = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  54. // tree
  55. const loader = new OBJLoader();
  56. loader.load( 'models/obj/tree.obj', function ( object ) {
  57. object.material = materialScene;
  58. object.position.set( 0, - 150, - 150 );
  59. object.scale.multiplyScalar( 400 );
  60. scene.add( object );
  61. } );
  62. // sphere
  63. const geo = new THREE.SphereGeometry( 1, 20, 10 );
  64. sphereMesh = new THREE.Mesh( geo, materialScene );
  65. sphereMesh.scale.multiplyScalar( 20 );
  66. scene.add( sphereMesh );
  67. //
  68. renderer = new THREE.WebGLRenderer();
  69. renderer.setClearColor( 0xffffff );
  70. renderer.setPixelRatio( window.devicePixelRatio );
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. container.appendChild( renderer.domElement );
  73. renderer.autoClear = false;
  74. const controls = new OrbitControls( camera, renderer.domElement );
  75. controls.minDistance = 50;
  76. controls.maxDistance = 500;
  77. //
  78. stats = new Stats();
  79. container.appendChild( stats.dom );
  80. //
  81. window.addEventListener( 'resize', onWindowResize );
  82. //
  83. initPostprocessing( window.innerWidth, window.innerHeight );
  84. }
  85. //
  86. function onWindowResize() {
  87. const renderTargetWidth = window.innerWidth;
  88. const renderTargetHeight = window.innerHeight;
  89. camera.aspect = renderTargetWidth / renderTargetHeight;
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( renderTargetWidth, renderTargetHeight );
  92. postprocessing.rtTextureColors.setSize( renderTargetWidth, renderTargetHeight );
  93. postprocessing.rtTextureDepth.setSize( renderTargetWidth, renderTargetHeight );
  94. postprocessing.rtTextureDepthMask.setSize( renderTargetWidth, renderTargetHeight );
  95. const adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
  96. const adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
  97. postprocessing.rtTextureGodRays1.setSize( adjustedWidth, adjustedHeight );
  98. postprocessing.rtTextureGodRays2.setSize( adjustedWidth, adjustedHeight );
  99. }
  100. function initPostprocessing( renderTargetWidth, renderTargetHeight ) {
  101. postprocessing.scene = new THREE.Scene();
  102. postprocessing.camera = new THREE.OrthographicCamera( - 0.5, 0.5, 0.5, - 0.5, - 10000, 10000 );
  103. postprocessing.camera.position.z = 100;
  104. postprocessing.scene.add( postprocessing.camera );
  105. postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight );
  106. // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
  107. // investigate further for now.
  108. // pars.format = LuminanceFormat;
  109. // I would have this quarter size and use it as one of the ping-pong render
  110. // targets but the aliasing causes some temporal flickering
  111. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight );
  112. postprocessing.rtTextureDepthMask = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight );
  113. // The ping-pong render targets can use an adjusted resolution to minimize cost
  114. const adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
  115. const adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
  116. postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight );
  117. postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight );
  118. // god-ray shaders
  119. const godraysMaskShader = GodRaysDepthMaskShader;
  120. postprocessing.godrayMaskUniforms = THREE.UniformsUtils.clone( godraysMaskShader.uniforms );
  121. postprocessing.materialGodraysDepthMask = new THREE.ShaderMaterial( {
  122. uniforms: postprocessing.godrayMaskUniforms,
  123. vertexShader: godraysMaskShader.vertexShader,
  124. fragmentShader: godraysMaskShader.fragmentShader
  125. } );
  126. const godraysGenShader = GodRaysGenerateShader;
  127. postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
  128. postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
  129. uniforms: postprocessing.godrayGenUniforms,
  130. vertexShader: godraysGenShader.vertexShader,
  131. fragmentShader: godraysGenShader.fragmentShader
  132. } );
  133. const godraysCombineShader = GodRaysCombineShader;
  134. postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
  135. postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
  136. uniforms: postprocessing.godrayCombineUniforms,
  137. vertexShader: godraysCombineShader.vertexShader,
  138. fragmentShader: godraysCombineShader.fragmentShader
  139. } );
  140. const godraysFakeSunShader = GodRaysFakeSunShader;
  141. postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
  142. postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
  143. uniforms: postprocessing.godraysFakeSunUniforms,
  144. vertexShader: godraysFakeSunShader.vertexShader,
  145. fragmentShader: godraysFakeSunShader.fragmentShader
  146. } );
  147. postprocessing.godraysFakeSunUniforms.bgColor.value.setHex( bgColor );
  148. postprocessing.godraysFakeSunUniforms.sunColor.value.setHex( sunColor );
  149. postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
  150. postprocessing.quad = new THREE.Mesh(
  151. new THREE.PlaneGeometry( 1.0, 1.0 ),
  152. postprocessing.materialGodraysGenerate
  153. );
  154. postprocessing.quad.position.z = - 9900;
  155. postprocessing.scene.add( postprocessing.quad );
  156. }
  157. function animate() {
  158. requestAnimationFrame( animate, renderer.domElement );
  159. stats.begin();
  160. render();
  161. stats.end();
  162. }
  163. function getStepSize( filterLen, tapsPerPass, pass ) {
  164. return filterLen * Math.pow( tapsPerPass, - pass );
  165. }
  166. function filterGodRays( inputTex, renderTarget, stepSize ) {
  167. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
  168. postprocessing.godrayGenUniforms[ 'fStepSize' ].value = stepSize;
  169. postprocessing.godrayGenUniforms[ 'tInput' ].value = inputTex;
  170. renderer.setRenderTarget( renderTarget );
  171. renderer.render( postprocessing.scene, postprocessing.camera );
  172. postprocessing.scene.overrideMaterial = null;
  173. }
  174. function render() {
  175. const time = Date.now() / 4000;
  176. sphereMesh.position.x = orbitRadius * Math.cos( time );
  177. sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
  178. if ( postprocessing.enabled ) {
  179. clipPosition.x = sunPosition.x;
  180. clipPosition.y = sunPosition.y;
  181. clipPosition.z = sunPosition.z;
  182. clipPosition.w = 1;
  183. clipPosition.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  184. // perspective divide (produce NDC space)
  185. clipPosition.x /= clipPosition.w;
  186. clipPosition.y /= clipPosition.w;
  187. screenSpacePosition.x = ( clipPosition.x + 1 ) / 2; // transform from [-1,1] to [0,1]
  188. screenSpacePosition.y = ( clipPosition.y + 1 ) / 2; // transform from [-1,1] to [0,1]
  189. screenSpacePosition.z = clipPosition.z; // needs to stay in clip space for visibilty checks
  190. // Give it to the god-ray and sun shaders
  191. postprocessing.godrayGenUniforms[ 'vSunPositionScreenSpace' ].value.copy( screenSpacePosition );
  192. postprocessing.godraysFakeSunUniforms[ 'vSunPositionScreenSpace' ].value.copy( screenSpacePosition );
  193. // -- Draw sky and sun --
  194. // Clear colors and depths, will clear to sky color
  195. renderer.setRenderTarget( postprocessing.rtTextureColors );
  196. renderer.clear( true, true, false );
  197. // Sun render. Runs a shader that gives a brightness based on the screen
  198. // space distance to the sun. Not very efficient, so i make a scissor
  199. // rectangle around the suns position to avoid rendering surrounding pixels.
  200. const sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
  201. const sunsqW = 0.74 * window.innerHeight; // both depend on height because sun is aspect-corrected
  202. screenSpacePosition.x *= window.innerWidth;
  203. screenSpacePosition.y *= window.innerHeight;
  204. renderer.setScissor( screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH );
  205. renderer.setScissorTest( true );
  206. postprocessing.godraysFakeSunUniforms[ 'fAspect' ].value = window.innerWidth / window.innerHeight;
  207. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
  208. renderer.setRenderTarget( postprocessing.rtTextureColors );
  209. renderer.render( postprocessing.scene, postprocessing.camera );
  210. renderer.setScissorTest( false );
  211. // -- Draw scene objects --
  212. // Colors
  213. scene.overrideMaterial = null;
  214. renderer.setRenderTarget( postprocessing.rtTextureColors );
  215. renderer.render( scene, camera );
  216. // Depth
  217. scene.overrideMaterial = materialDepth;
  218. renderer.setRenderTarget( postprocessing.rtTextureDepth );
  219. renderer.clear();
  220. renderer.render( scene, camera );
  221. //
  222. postprocessing.godrayMaskUniforms[ 'tInput' ].value = postprocessing.rtTextureDepth.texture;
  223. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysDepthMask;
  224. renderer.setRenderTarget( postprocessing.rtTextureDepthMask );
  225. renderer.render( postprocessing.scene, postprocessing.camera );
  226. // -- Render god-rays --
  227. // Maximum length of god-rays (in texture space [0,1]X[0,1])
  228. const filterLen = 1.0;
  229. // Samples taken by filter
  230. const TAPS_PER_PASS = 6.0;
  231. // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
  232. // would start with a small filter support and grow to large. however
  233. // the large-to-small order produces less objectionable aliasing artifacts that
  234. // appear as a glimmer along the length of the beams
  235. // pass 1 - render into first ping-pong target
  236. filterGodRays( postprocessing.rtTextureDepthMask.texture, postprocessing.rtTextureGodRays2, getStepSize( filterLen, TAPS_PER_PASS, 1.0 ) );
  237. // pass 2 - render into second ping-pong target
  238. filterGodRays( postprocessing.rtTextureGodRays2.texture, postprocessing.rtTextureGodRays1, getStepSize( filterLen, TAPS_PER_PASS, 2.0 ) );
  239. // pass 3 - 1st RT
  240. filterGodRays( postprocessing.rtTextureGodRays1.texture, postprocessing.rtTextureGodRays2, getStepSize( filterLen, TAPS_PER_PASS, 3.0 ) );
  241. // final pass - composite god-rays onto colors
  242. postprocessing.godrayCombineUniforms[ 'tColors' ].value = postprocessing.rtTextureColors.texture;
  243. postprocessing.godrayCombineUniforms[ 'tGodRays' ].value = postprocessing.rtTextureGodRays2.texture;
  244. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
  245. renderer.setRenderTarget( null );
  246. renderer.render( postprocessing.scene, postprocessing.camera );
  247. postprocessing.scene.overrideMaterial = null;
  248. } else {
  249. renderer.setRenderTarget( null );
  250. renderer.clear();
  251. renderer.render( scene, camera );
  252. }
  253. }
  254. </script>
  255. </body>
  256. </html>