webgl_shaders_tonemapping.html 16 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - adaptive 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. <style>
  8. body {
  9. background:#000;
  10. color:#fff;
  11. padding:0;
  12. margin:0;
  13. overflow:hidden;
  14. font-family:georgia;
  15. text-align:center;
  16. }
  17. h1 { }
  18. a { color:skyblue; text-decoration:none }
  19. canvas { pointer-events:none; z-index:0; position:relative; }
  20. .label { background-color: black; position: absolute; z-index: 100; padding: 5px }
  21. </style>
  22. </head>
  23. <body>
  24. <div id="d">
  25. <div id="info">
  26. <a href="http://threejs.org" target="_blank">three.js</a> webgl demo :
  27. Earth diffuse and city lights by <a href="http://seanward.org" target="_blank">Sean Ward</a> :
  28. </div>
  29. <div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
  30. <div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
  31. <div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
  32. <div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
  33. <div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
  34. <div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
  35. </div>
  36. <script src="../build/three.js"></script>
  37. <script src="js/Detector.js"></script>
  38. <script src="js/libs/dat.gui.min.js"></script>
  39. <script src="js/shaders/CopyShader.js"></script>
  40. <script src="js/shaders/LuminosityShader.js"></script>
  41. <script src="js/shaders/ConvolutionShader.js"></script>
  42. <script src="js/shaders/ToneMapShader.js"></script>
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/postprocessing/RenderPass.js"></script>
  45. <script src="js/postprocessing/MaskPass.js"></script>
  46. <script src="js/postprocessing/ShaderPass.js"></script>
  47. <script src="js/postprocessing/BloomPass.js"></script>
  48. <script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
  49. <script src="js/controls/OrbitControls.js"></script>
  50. <script>
  51. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  52. var container;
  53. var bloomPass, adaptToneMappingPass;
  54. var params;
  55. var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
  56. var cameraCube, sceneCube;
  57. var cameraBG, debugScene;
  58. var adaptiveLuminanceMat, currentLuminanceRT, previousLuminanceMat;
  59. var directionalLight;
  60. var orbitControls;
  61. var windowHalfX = window.innerWidth / 2;
  62. var windowHalfY = window.innerHeight / 2;
  63. var windowThirdX = window.innerWidth / 3;
  64. var windowThirdY = window.innerHeight / 3;
  65. init();
  66. animate();
  67. function init() {
  68. params = {
  69. "Average Luminosity": 0.7,
  70. middleGrey: 0.04,
  71. maxLuminance: 16,
  72. bloomAmount: 1.0,
  73. adaptionRate: 2.0,
  74. sunLight: 4.0,
  75. };
  76. container = document.createElement( 'div' );
  77. document.body.appendChild( container );
  78. // CAMERAS
  79. camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
  80. camera.position.x = 700;
  81. camera.position.y = 400;
  82. camera.position.z = 800;
  83. cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
  84. cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
  85. cameraBG.position.z = 100;
  86. orbitControls = new THREE.OrbitControls(camera);
  87. orbitControls.autoRotate = true;
  88. orbitControls.autoRotateSpeed = 1;
  89. // SCENE
  90. scene = new THREE.Scene();
  91. sceneCube = new THREE.Scene();
  92. debugScene = new THREE.Scene();
  93. // LIGHTS
  94. var ambient = new THREE.AmbientLight( 0x050505 );
  95. scene.add( ambient );
  96. directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
  97. directionalLight.position.set( 2, 0, 10 ).normalize();
  98. scene.add( directionalLight );
  99. var atmoShader = {
  100. side: THREE.BackSide,
  101. // blending: THREE.AdditiveBlending,
  102. transparent: true,
  103. lights: true,
  104. uniforms: THREE.UniformsUtils.merge( [
  105. THREE.UniformsLib[ "common" ],
  106. THREE.UniformsLib[ "lights" ],
  107. ] ),
  108. vertexShader: [
  109. "varying vec3 vViewPosition;",
  110. "varying vec3 vNormal;",
  111. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  112. "void main() {",
  113. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  114. " vNormal = normalize( transformedNormal );",
  115. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  116. "vViewPosition = -mvPosition.xyz;",
  117. "gl_Position = projectionMatrix * mvPosition;",
  118. "}"
  119. ].join("\n"),
  120. fragmentShader: [
  121. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  122. "void main() {",
  123. "vec3 normal = normalize( -vNormal );",
  124. "vec3 viewPosition = normalize( vViewPosition );",
  125. "#if MAX_DIR_LIGHTS > 0",
  126. "vec3 dirDiffuse = vec3( 0.0 );",
  127. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  128. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  129. "vec3 dirVector = normalize( lDirection.xyz );",
  130. "float dotProduct = dot( viewPosition, dirVector );",
  131. "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
  132. "dotProduct *= dotProduct;",
  133. "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLightColor[ i ];",
  134. "}",
  135. "#endif",
  136. //Fade out atmosphere at edge
  137. "float viewDot = abs(dot( normal, viewPosition ));",
  138. "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
  139. "vec3 colour = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
  140. "gl_FragColor = vec4( colour, viewDot );",
  141. "}"
  142. ].join("\n"),
  143. };
  144. var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
  145. var earthMat = new THREE.MeshPhongMaterial( {
  146. color: 0xffffff,
  147. shininess: 200
  148. } );
  149. var earthDiffuse = THREE.ImageUtils.loadTexture( 'textures/planets/earth_atmos_4096.jpg', undefined, function( tex ) {
  150. earthMat.map = tex;
  151. earthMat.needsUpdate = true;
  152. } );
  153. var earthSpecular = THREE.ImageUtils.loadTexture( 'textures/planets/earth_specular_2048.jpg', undefined, function( tex ) {
  154. earthMat.specularMap = tex;
  155. earthMat.needsUpdate = true;
  156. } );
  157. // var earthNormal = THREE.ImageUtils.loadTexture( 'textures/planets/earth-new-normal-2048.jpg', undefined, function( tex ) {
  158. // earthMat.normalMap = tex;
  159. // earthMat.needsUpdate = true;
  160. // } );
  161. var earthLightsMat = new THREE.MeshBasicMaterial( {
  162. color: 0xffffff,
  163. blending: THREE.AdditiveBlending,
  164. transparent: true,
  165. depthTest: false
  166. } );
  167. var earthLights = THREE.ImageUtils.loadTexture( 'textures/planets/earth_lights_2048.png', undefined, function( tex ) {
  168. earthLightsMat.map = tex;
  169. earthLightsMat.needsUpdate = true;
  170. } );
  171. var earthCloudsMat = new THREE.MeshLambertMaterial( {
  172. color: 0xffffff,
  173. blending: THREE.NormalBlending,
  174. transparent: true,
  175. depthTest: false
  176. } );
  177. var earthClouds = THREE.ImageUtils.loadTexture( 'textures/planets/earth_clouds_2048.png', undefined, function( tex ) {
  178. earthCloudsMat.map = tex;
  179. earthCloudsMat.needsUpdate = true;
  180. } );
  181. var earthGeo = new THREE.SphereGeometry( 600, 24, 24 );
  182. var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
  183. scene.add( sphereMesh );
  184. var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
  185. scene.add( sphereLightsMesh );
  186. var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
  187. scene.add( sphereCloudsMesh );
  188. var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
  189. sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
  190. scene.add( sphereAtmoMesh );
  191. var vBGShader = [
  192. // "attribute vec2 uv;",
  193. "varying vec2 vUv;",
  194. "void main() {",
  195. "vUv = uv;",
  196. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  197. "}"
  198. ].join("\n");
  199. var pBGShader = [
  200. "uniform sampler2D map;",
  201. "varying vec2 vUv;",
  202. "void main() {",
  203. "vec2 sampleUV = vUv;",
  204. "vec4 colour = texture2D( map, sampleUV, 0.0 );",
  205. "gl_FragColor = vec4( colour.xyz, 1.0 );",
  206. "}"
  207. ].join("\n");
  208. // Skybox
  209. adaptiveLuminanceMat = new THREE.ShaderMaterial( {
  210. uniforms: {
  211. map: { type: 't', value: null }
  212. },
  213. vertexShader: vBGShader,
  214. fragmentShader: pBGShader,
  215. depthTest: false,
  216. // color: 0xffffff
  217. blending: THREE.NoBlending
  218. } );
  219. currentLuminanceMat = new THREE.ShaderMaterial( {
  220. uniforms: {
  221. map: { type: 't', value: null }
  222. },
  223. vertexShader: vBGShader,
  224. fragmentShader: pBGShader,
  225. depthTest: false,
  226. // color: 0xffffff
  227. // blending: THREE.NoBlending
  228. } );
  229. var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
  230. quadBG.position.z = -500;
  231. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
  232. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  233. debugScene.add( quadBG );
  234. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
  235. quadBG.position.z = -500;
  236. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
  237. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  238. debugScene.add( quadBG );
  239. var r = "textures/cube/MilkyWay/";
  240. var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
  241. r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
  242. r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
  243. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  244. textureCube.format = THREE.RGBFormat;
  245. var skyboxShader = THREE.ShaderLib[ "cube" ];
  246. skyboxShader.uniforms[ "tCube" ].value = textureCube;
  247. var skyboxMaterial = new THREE.ShaderMaterial( {
  248. fragmentShader: skyboxShader.fragmentShader,
  249. vertexShader: skyboxShader.vertexShader,
  250. uniforms: skyboxShader.uniforms,
  251. depthWrite: false,
  252. side: THREE.BackSide
  253. } ),
  254. mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial );
  255. sceneCube.add( mesh );
  256. renderer = new THREE.WebGLRenderer();
  257. renderer.setPixelRatio( window.devicePixelRatio );
  258. renderer.setSize( window.innerWidth, window.innerHeight );
  259. renderer.setFaceCulling( THREE.CullFaceNone );
  260. renderer.autoClear = false;
  261. renderer.gammaInput = true;
  262. renderer.gammaOutput = false;
  263. container.appendChild( renderer.domElement );
  264. var extensions = new THREE.WebGLExtensions( renderer.getContext() );
  265. // var width = window.innerWidth || 1;
  266. var height = window.innerHeight || 1;
  267. var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  268. var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  269. ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
  270. if ( extensions.get('OES_texture_half_float_linear') ) {
  271. parameters.type = THREE.FloatType;
  272. }
  273. var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  274. dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  275. dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
  276. hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  277. var debugPass = new THREE.RenderPass( debugScene, cameraBG );
  278. debugPass.clear = false;
  279. var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
  280. var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
  281. scenePass.clear = false;
  282. adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
  283. adaptToneMappingPass.needsSwap = true;
  284. ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  285. hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  286. bloomPass = new THREE.BloomPass();
  287. var copyPass = new THREE.ShaderPass( THREE.CopyShader );
  288. copyPass.renderToScreen = true;
  289. dynamicHdrEffectComposer.addPass( skyboxPass );
  290. dynamicHdrEffectComposer.addPass( scenePass );
  291. dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
  292. // dynamicHdrEffectComposer.addPass( debugPass );
  293. dynamicHdrEffectComposer.addPass( bloomPass );
  294. dynamicHdrEffectComposer.addPass( copyPass );
  295. hdrEffectComposer.addPass( skyboxPass );
  296. hdrEffectComposer.addPass( scenePass );
  297. hdrEffectComposer.addPass( hdrToneMappingPass );
  298. hdrEffectComposer.addPass( bloomPass );
  299. hdrEffectComposer.addPass( copyPass );
  300. ldrEffectComposer.addPass( skyboxPass );
  301. ldrEffectComposer.addPass( scenePass );
  302. ldrEffectComposer.addPass( ldrToneMappingPass );
  303. ldrEffectComposer.addPass( bloomPass );
  304. ldrEffectComposer.addPass( copyPass );
  305. // var gammaPass = new THREE.ShaderPass( GammaShader );
  306. // gammaPass.renderToScreen = true;
  307. // ldrEffectComposer.addPass( gammaPass );
  308. var dynamicHdrGui = new dat.GUI();
  309. // dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
  310. dynamicHdrGui.add( params, 'middleGrey', 0, 12 );
  311. dynamicHdrGui.add( params, 'maxLuminance', 1, 30 );
  312. dynamicHdrGui.add( params, 'adaptionRate', 0.0, 10.0 );
  313. dynamicHdrGui.add( params, 'bloomAmount', 0.0, 10.0 );
  314. dynamicHdrGui.add( params, 'sunLight', 0.1, 12.0 );
  315. // dynamicHdrGui.add( params, 'clear' );
  316. dynamicHdrGui.open();
  317. var ldrGui = new dat.GUI();
  318. ldrGui.domElement.style.position = 'absolute';
  319. ldrGui.add( params, 'Average Luminosity', 0.001, 2.0 );
  320. ldrGui.open();
  321. window.addEventListener( 'resize', onWindowResize, false );
  322. }
  323. function onWindowResize() {
  324. windowHalfX = window.innerWidth / 2;
  325. windowHalfY = window.innerHeight / 2;
  326. windowThirdX = window.innerWidth / 3;
  327. windowThirdY = window.innerHeight / 3;
  328. camera.aspect = windowThirdX / window.innerHeight;
  329. camera.updateProjectionMatrix();
  330. cameraCube.aspect = windowThirdX / window.innerHeight;
  331. cameraCube.updateProjectionMatrix();
  332. renderer.setSize( window.innerWidth, window.innerHeight );
  333. }
  334. function animate() {
  335. requestAnimationFrame( animate );
  336. if ( bloomPass ) {
  337. bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
  338. }
  339. if ( adaptToneMappingPass ) {
  340. adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
  341. adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
  342. currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
  343. if ( adaptToneMappingPass.setAverageLuminance ) {
  344. adaptToneMappingPass.setAverageLuminance( params["Average Luminosity"] );
  345. }
  346. adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
  347. adaptToneMappingPass.setMiddleGrey( params.middleGrey );
  348. }
  349. directionalLight.intensity = params.sunLight;
  350. orbitControls.update();
  351. render();
  352. }
  353. function render() {
  354. camera.lookAt( scene.position );
  355. cameraCube.rotation.copy( camera.rotation );
  356. renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
  357. ldrEffectComposer.render( 0.017 );
  358. renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
  359. hdrEffectComposer.render( 0.017 );
  360. renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
  361. dynamicHdrEffectComposer.render( 0.017 );
  362. }
  363. </script>
  364. </body>
  365. </html>