webgl_shading_physical.html 16 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. <style>
  8. body {
  9. color: #222;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #fff;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#000;
  20. position: relative;
  21. margin: 0 auto -2.1em;
  22. top: 0px;
  23. width: 550px;
  24. padding: 5px;
  25. z-index:100;
  26. }
  27. a { color: skyblue; }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl physically based shading testbed
  33. </div>
  34. <script src="../build/three.min.js"></script>
  35. <script src="js/ShaderExtras.js"></script>
  36. <script src="js/postprocessing/EffectComposer.js"></script>
  37. <script src="js/postprocessing/RenderPass.js"></script>
  38. <script src="js/postprocessing/BloomPass.js"></script>
  39. <script src="js/postprocessing/ShaderPass.js"></script>
  40. <script src="js/postprocessing/MaskPass.js"></script>
  41. <script src="js/postprocessing/SavePass.js"></script>
  42. <script src="js/Detector.js"></script>
  43. <script src="js/Stats.js"></script>
  44. <script src="js/Tween.js"></script>
  45. <script src='js/DAT.GUI.min.js'></script>
  46. <script>
  47. var MARGIN = 0;
  48. var WIDTH = window.innerWidth || 2;
  49. var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
  50. var SCREEN_WIDTH = WIDTH;
  51. var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
  52. var FAR = 10000;
  53. var DAY = 0;
  54. var container, stats;
  55. var camera, scene, renderer;
  56. var mesh, geometry;
  57. var cubeCamera;
  58. var sunLight, pointLight, ambientLight;
  59. var morph;
  60. var composer, effectFXAA, hblur, vblur;
  61. var parameters, tweenDirection, tweenDay, tweenNight;
  62. var clock = new THREE.Clock();
  63. var gui, shadowConfig = {
  64. shadowCameraVisible: false,
  65. shadowCameraNear: 750,
  66. shadowCameraFar: 4000,
  67. shadowCameraFov: 30,
  68. shadowBias: -0.0002,
  69. shadowDarkness: 0.3
  70. };
  71. init();
  72. animate();
  73. function init() {
  74. container = document.createElement( 'div' );
  75. document.body.appendChild( container );
  76. // CAMERA
  77. camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
  78. camera.position.set( 500, 400, 1200 );
  79. controls = new THREE.TrackballControls( camera );
  80. controls.target.set( 0, 120, 0 );
  81. controls.rotateSpeed = 1.0;
  82. controls.zoomSpeed = 1.2;
  83. controls.panSpeed = 0.8;
  84. controls.noZoom = false;
  85. controls.noPan = false;
  86. controls.staticMoving = true;
  87. controls.dynamicDampingFactor = 0.15;
  88. controls.keys = [ 65, 83, 68 ];
  89. // SCENE
  90. scene = new THREE.Scene();
  91. scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );
  92. if ( DAY )
  93. scene.fog.color.setHSV( 0.13, 0.25, 0.99 );
  94. else
  95. scene.fog.color.setHSV( 0.13, 0.25, 0.1 );
  96. // CUBE CAMERA
  97. cubeCamera = new THREE.CubeCamera( 1, FAR, 128 );
  98. scene.add( cubeCamera );
  99. // TEXTURES
  100. var x = document.createElement( "canvas" );
  101. var xc = x.getContext("2d");
  102. x.width = x.height = 128;
  103. xc.fillStyle = "#fff";
  104. xc.fillRect(0, 0, 128, 128);
  105. xc.fillStyle = "#000";
  106. xc.fillRect(0, 0, 64, 64);
  107. xc.fillStyle = "#999";
  108. xc.fillRect(32, 32, 32, 32);
  109. xc.fillStyle = "#000";
  110. xc.fillRect(64, 64, 64, 64);
  111. xc.fillStyle = "#555";
  112. xc.fillRect(96, 96, 32, 32);
  113. var texturePattern = new THREE.Texture( x, new THREE.UVMapping(), THREE.RepeatWrapping, THREE.RepeatWrapping );
  114. texturePattern.needsUpdate = true;
  115. texturePattern.repeat.set( 1000, 1000 );
  116. texturePattern.format = THREE.RGBFormat;
  117. var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
  118. textureSquares.repeat.set( 50, 50 );
  119. textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
  120. textureSquares.magFilter = THREE.NearestFilter;
  121. textureSquares.format = THREE.RGBFormat;
  122. var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
  123. textureNoiseColor.repeat.set( 1, 1 );
  124. textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
  125. textureNoiseColor.format = THREE.RGBFormat;
  126. var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
  127. textureLava.repeat.set( 6, 2 );
  128. textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
  129. textureLava.format = THREE.RGBFormat;
  130. //
  131. var path = "textures/cube/SwedishRoyalCastle/";
  132. var format = '.jpg';
  133. var urls = [
  134. path + 'px' + format, path + 'nx' + format,
  135. path + 'py' + format, path + 'ny' + format,
  136. path + 'pz' + format, path + 'nz' + format
  137. ];
  138. var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  139. // GROUND
  140. var groundMaterial = new THREE.MeshPhongMaterial( { shininess: 80, ambient: 0x444444, color: 0xffffff, specular: 0xffffff, map: textureSquares } );
  141. //groundMaterial.color.setHSV( 0.1, 0.1, 0.99 );
  142. var planeGeometry = new THREE.PlaneGeometry( 100, 100 );
  143. var ground = new THREE.Mesh( planeGeometry, groundMaterial );
  144. ground.position.set( 0, 0, 0 );
  145. ground.rotation.x = - Math.PI / 2;
  146. ground.scale.set( 1000, 1000, 1000 );
  147. ground.receiveShadow = true;
  148. scene.add( ground );
  149. // MATERIALS
  150. var shader = THREE.ShaderUtils.lib[ "cube" ];
  151. shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
  152. shader.uniforms[ "tFlip" ].value = 1;
  153. var materialCube = new THREE.ShaderMaterial( {
  154. fragmentShader: shader.fragmentShader,
  155. vertexShader: shader.vertexShader,
  156. uniforms: shader.uniforms
  157. } );
  158. var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, map: textureNoiseColor } );
  159. var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, map: textureLava } );
  160. var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );
  161. // OBJECTS
  162. var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
  163. var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
  164. var cubeGeometry = new THREE.CubeGeometry( 150, 150, 150 );
  165. addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
  166. addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
  167. mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
  168. function addObjectColor( geometry, color, x, y, z, ry ) {
  169. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, ambient: 0x444444 } );
  170. //var material = new THREE.MeshPhongMaterial( { color: color, ambient: color } );
  171. //THREE.ColorUtils.adjustHSV( material.ambient, 0, 0, -0.5 );
  172. return addObject( geometry, material, x, y, z, ry );
  173. }
  174. function addObject( geometry, material, x, y, z, ry ) {
  175. var tmpMesh = new THREE.Mesh( geometry, material );
  176. THREE.ColorUtils.adjustHSV( tmpMesh.material.color, 0.1, -0.1, 0 );
  177. tmpMesh.position.set( x, y, z );
  178. tmpMesh.rotation.y = ry;
  179. tmpMesh.castShadow = true;
  180. tmpMesh.receiveShadow = true;
  181. scene.add( tmpMesh );
  182. return tmpMesh;
  183. }
  184. var bigCube = new THREE.CubeGeometry( 50, 500, 50 );
  185. var midCube = new THREE.CubeGeometry( 50, 200, 50 );
  186. var smallCube = new THREE.CubeGeometry( 100, 100, 100 );
  187. addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
  188. addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
  189. addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
  190. addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
  191. addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
  192. addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
  193. addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
  194. addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
  195. addObjectColor( new THREE.CubeGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
  196. addObjectColor( new THREE.CubeGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
  197. addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
  198. // MORPHS
  199. var loader = new THREE.JSONLoader();
  200. loader.load( "models/animated/sittingBox.js", function( geometry ) {
  201. var morphMaterial = new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
  202. morphMaterial.shading = THREE.FlatShading;
  203. geometry.computeMorphNormals();
  204. morph = new THREE.MorphAnimMesh( geometry, morphMaterial );
  205. var s = 200;
  206. morph.scale.set( s, s, s );
  207. morph.duration = 8000;
  208. morph.mirroredLoop = true;
  209. morph.castShadow = true;
  210. morph.receiveShadow = true;
  211. scene.add( morph );
  212. } );
  213. // LIGHTS
  214. var sunIntensity = 0.3,
  215. pointIntensity = 1,
  216. pointColor = 0xffaa00;
  217. if ( DAY ) {
  218. sunIntensity = 1;
  219. pointIntensity = 0.5;
  220. pointColor = 0xffffff;
  221. }
  222. ambientLight = new THREE.AmbientLight( 0xffffff );
  223. ambientLight.color.setHSV( 0.1, 0.9, 0.25 );
  224. scene.add( ambientLight );
  225. pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
  226. pointLight.position.set( 0, 0, 0 );
  227. scene.add( pointLight );
  228. sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI, 1 );
  229. sunLight.position.set( 1000, 2000, 1000 );
  230. sunLight.castShadow = true;
  231. sunLight.shadowDarkness = 0.3 * sunIntensity;
  232. sunLight.shadowBias = -0.0002;
  233. sunLight.shadowCameraNear = 750;
  234. sunLight.shadowCameraFar = 4000;
  235. sunLight.shadowCameraFov = 30;
  236. sunLight.shadowCameraVisible = false;
  237. scene.add( sunLight );
  238. // RENDERER
  239. renderer = new THREE.WebGLRenderer( { clearColor: 0x00aaff, clearAlpha: 1, antialias: false } );
  240. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  241. if ( scene.fog )
  242. renderer.setClearColor( scene.fog.color, 1 );
  243. renderer.domElement.style.position = "absolute";
  244. renderer.domElement.style.top = MARGIN + "px";
  245. renderer.domElement.style.left = "0px";
  246. container.appendChild( renderer.domElement );
  247. //
  248. renderer.shadowMapAutoUpdate = false;
  249. renderer.shadowMapEnabled = true;
  250. //
  251. renderer.gammaInput = true;
  252. renderer.gammaOutput = true;
  253. renderer.physicallyBasedShading = true;
  254. // STATS
  255. stats = new Stats();
  256. stats.domElement.style.position = 'absolute';
  257. stats.domElement.style.top = '0px';
  258. stats.domElement.style.zIndex = 100;
  259. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#222";
  260. stats.domElement.children[ 0 ].style.background = "transparent";
  261. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  262. container.appendChild( stats.domElement );
  263. // EVENTS
  264. window.addEventListener( 'resize', onWindowResize, false );
  265. document.addEventListener( 'keydown', onKeyDown, false );
  266. // COMPOSER
  267. renderer.autoClear = false;
  268. renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
  269. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  270. effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
  271. var effectVignette = new THREE.ShaderPass( THREE.ShaderExtras[ "vignette" ] );
  272. hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
  273. vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );
  274. var bluriness = 4;
  275. hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
  276. vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
  277. hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
  278. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  279. composer = new THREE.EffectComposer( renderer, renderTarget );
  280. var renderModel = new THREE.RenderPass( scene, camera );
  281. effectVignette.renderToScreen = true;
  282. vblur.renderToScreen = true;
  283. effectFXAA.renderToScreen = true;
  284. composer = new THREE.EffectComposer( renderer, renderTarget );
  285. composer.addPass( renderModel );
  286. composer.addPass( effectFXAA );
  287. //composer.addPass( hblur );
  288. //composer.addPass( vblur );
  289. //composer.addPass( effectVignette );
  290. // TWEEN
  291. parameters = { control: 0 };
  292. tweenDirection = -1;
  293. tweenDay = new TWEEN.Tween( parameters ).to( { control: 100 }, 1000 ).easing( TWEEN.Easing.Exponential.EaseOut );
  294. tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.EaseOut );
  295. // GUI
  296. gui = new DAT.GUI();
  297. gui.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
  298. sunLight.shadowCameraVisible = shadowConfig.shadowCameraVisible;
  299. });
  300. gui.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
  301. sunLight.shadowCamera.near = shadowConfig.shadowCameraNear;
  302. sunLight.shadowCamera.updateProjectionMatrix();
  303. });
  304. gui.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
  305. sunLight.shadowCamera.far = shadowConfig.shadowCameraFar;
  306. sunLight.shadowCamera.updateProjectionMatrix();
  307. });
  308. gui.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
  309. sunLight.shadowCamera.fov = shadowConfig.shadowCameraFov;
  310. sunLight.shadowCamera.updateProjectionMatrix();
  311. });
  312. gui.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
  313. sunLight.shadowBias = shadowConfig.shadowBias;
  314. });
  315. gui.add( shadowConfig, 'shadowDarkness', 0, 1 ).onChange( function() {
  316. });
  317. gui.close();
  318. }
  319. //
  320. function onWindowResize( event ) {
  321. SCREEN_WIDTH = window.innerWidth;
  322. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  323. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  324. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  325. camera.updateProjectionMatrix();
  326. renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
  327. composer.reset( renderTarget );
  328. hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
  329. vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
  330. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
  331. controls.handleResize();
  332. }
  333. //
  334. function onKeyDown ( event ) {
  335. switch ( event.keyCode ) {
  336. case 78: /*N*/
  337. if ( tweenDirection == 1 ) {
  338. tweenDay.stop();
  339. tweenNight.start();
  340. tweenDirection = -1;
  341. } else {
  342. tweenNight.stop();
  343. tweenDay.start();
  344. tweenDirection = 1;
  345. }
  346. break;
  347. }
  348. }
  349. //
  350. function animate() {
  351. requestAnimationFrame( animate );
  352. render();
  353. stats.update();
  354. }
  355. function render() {
  356. // update
  357. var delta = 1000 * clock.getDelta();
  358. TWEEN.update();
  359. controls.update();
  360. if ( morph ) morph.updateAnimation( delta );
  361. scene.fog.color.setHSV( 0.13, 0.25, THREE.Math.mapLinear( parameters.control, 0, 100, 0.1, 0.99 ) );
  362. renderer.setClearColor( scene.fog.color, 1 );
  363. sunLight.intensity = THREE.Math.mapLinear( parameters.control, 0, 100, 0.3, 1 );
  364. pointLight.intensity = THREE.Math.mapLinear( parameters.control, 0, 100, 1, 0.5 );
  365. pointLight.color.setHSV( 0.1, THREE.Math.mapLinear( parameters.control, 0, 100, 0.99, 0 ), 0.9 );
  366. sunLight.shadowDarkness = shadowConfig.shadowDarkness * sunLight.intensity;
  367. // render shadow map
  368. renderer.autoUpdateObjects = false;
  369. renderer.initWebGLObjects( scene );
  370. renderer.updateShadowMap( scene, camera );
  371. // render cube map
  372. mesh.visible = false;
  373. renderer.autoClear = true;
  374. cubeCamera.position.copy( mesh.position );
  375. cubeCamera.updateCubeMap( renderer, scene );
  376. renderer.autoClear = false;
  377. mesh.visible = true;
  378. // render scene
  379. renderer.autoUpdateObjects = true;
  380. //renderer.render( scene, camera );
  381. //renderer.clearTarget( null, 1, 1, 1 );
  382. composer.render( 0.1 );
  383. }
  384. </script>
  385. </body>
  386. </html>