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