webgl_shading_physical.html 14 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: #fff;
  10. font-family: Monospace;
  11. font-size: 13px;
  12. text-align: center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. position: relative;
  20. margin: 0 auto -2.1em;
  21. top: 0px;
  22. width: 550px;
  23. padding: 5px;
  24. z-index:100;
  25. }
  26. a { color: skyblue; }
  27. #stats #fps { background: transparent !important }
  28. #stats #fps #fpsText { color: #444 !important }
  29. #stats #fps #fpsGraph { display: none }
  30. </style>
  31. </head>
  32. <body>
  33. <div id="info">
  34. <a href="http://threejs.org" target="_blank">three.js</a> - webgl physically based shading testbed
  35. </div>
  36. <script src="../build/three.min.js"></script>
  37. <script src="js/controls/TrackballControls.js"></script>
  38. <script src="js/Detector.js"></script>
  39. <script src="js/libs/stats.min.js"></script>
  40. <script src="js/libs/tween.min.js"></script>
  41. <script src='js/libs/dat.gui.min.js'></script>
  42. <script>
  43. var MARGIN = 0;
  44. var WIDTH = window.innerWidth || 2;
  45. var HEIGHT = window.innerHeight || ( 2 + 2 * MARGIN );
  46. var SCREEN_WIDTH = WIDTH;
  47. var SCREEN_HEIGHT = HEIGHT - 2 * MARGIN;
  48. var FAR = 10000;
  49. var DAY = 0;
  50. var container, stats;
  51. var camera, scene, renderer;
  52. var mesh, geometry;
  53. var cubeCamera;
  54. var sunLight, pointLight, ambientLight;
  55. var morph;
  56. var parameters, tweenDirection, tweenDay, tweenNight;
  57. var clock = new THREE.Clock();
  58. var gui, shadowConfig = {
  59. shadowCameraVisible: false,
  60. shadowCameraNear: 750,
  61. shadowCameraFar: 4000,
  62. shadowCameraFov: 30,
  63. shadowBias: -0.0002,
  64. shadowDarkness: 0.3
  65. }, gamma = {
  66. gammaFactor: 2.0,
  67. gammaInput: true,
  68. gammaOutput: true
  69. };
  70. init();
  71. animate();
  72. function init() {
  73. container = document.createElement( 'div' );
  74. document.body.appendChild( container );
  75. // CAMERA
  76. camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
  77. camera.position.set( 500, 400, 1200 );
  78. // SCENE
  79. scene = new THREE.Scene();
  80. scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );
  81. // CUBE CAMERA
  82. cubeCamera = new THREE.CubeCamera( 1, FAR, 128 );
  83. scene.add( cubeCamera );
  84. // TEXTURES
  85. var x = document.createElement( "canvas" );
  86. var xc = x.getContext("2d");
  87. x.width = x.height = 128;
  88. xc.fillStyle = "#fff";
  89. xc.fillRect(0, 0, 128, 128);
  90. xc.fillStyle = "#000";
  91. xc.fillRect(0, 0, 64, 64);
  92. xc.fillStyle = "#999";
  93. xc.fillRect(32, 32, 32, 32);
  94. xc.fillStyle = "#000";
  95. xc.fillRect(64, 64, 64, 64);
  96. xc.fillStyle = "#555";
  97. xc.fillRect(96, 96, 32, 32);
  98. var texturePattern = new THREE.Texture( x, THREE.UVMapping, THREE.RepeatWrapping, THREE.RepeatWrapping );
  99. texturePattern.needsUpdate = true;
  100. texturePattern.repeat.set( 1000, 1000 );
  101. texturePattern.format = THREE.RGBFormat;
  102. var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
  103. textureSquares.repeat.set( 50, 50 );
  104. textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
  105. textureSquares.magFilter = THREE.NearestFilter;
  106. textureSquares.format = THREE.RGBFormat;
  107. var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
  108. textureNoiseColor.repeat.set( 1, 1 );
  109. textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
  110. textureNoiseColor.format = THREE.RGBFormat;
  111. var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
  112. textureLava.repeat.set( 6, 2 );
  113. textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
  114. textureLava.format = THREE.RGBFormat;
  115. //
  116. var path = "textures/cube/SwedishRoyalCastle/";
  117. var format = '.jpg';
  118. var urls = [
  119. path + 'px' + format, path + 'nx' + format,
  120. path + 'py' + format, path + 'ny' + format,
  121. path + 'pz' + format, path + 'nz' + format
  122. ];
  123. var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
  124. // GROUND
  125. var groundMaterial = new THREE.MeshPhongMaterial( {
  126. shininess: 80,
  127. color: 0xffffff,
  128. specular: 0xffffff,
  129. map: textureSquares
  130. } );
  131. var planeGeometry = new THREE.PlaneBufferGeometry( 100, 100 );
  132. var ground = new THREE.Mesh( planeGeometry, groundMaterial );
  133. ground.position.set( 0, 0, 0 );
  134. ground.rotation.x = - Math.PI / 2;
  135. ground.scale.set( 1000, 1000, 1000 );
  136. ground.receiveShadow = true;
  137. scene.add( ground );
  138. // MATERIALS
  139. var shader = THREE.ShaderLib[ "cube" ];
  140. shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
  141. shader.uniforms[ "tFlip" ].value = 1;
  142. var materialCube = new THREE.ShaderMaterial( {
  143. fragmentShader: shader.fragmentShader,
  144. vertexShader: shader.vertexShader,
  145. uniforms: shader.uniforms
  146. } );
  147. var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, map: textureNoiseColor } );
  148. var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, map: textureLava } );
  149. var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );
  150. // OBJECTS
  151. var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
  152. var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
  153. var cubeGeometry = new THREE.BoxGeometry( 150, 150, 150 );
  154. addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
  155. addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
  156. mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
  157. function addObjectColor( geometry, color, x, y, z, ry ) {
  158. var material = new THREE.MeshPhongMaterial( { color: 0xffffff } );
  159. return addObject( geometry, material, x, y, z, ry );
  160. }
  161. function addObject( geometry, material, x, y, z, ry ) {
  162. var tmpMesh = new THREE.Mesh( geometry, material );
  163. tmpMesh.material.color.offsetHSL( 0.1, -0.1, 0 );
  164. tmpMesh.position.set( x, y, z );
  165. tmpMesh.rotation.y = ry;
  166. tmpMesh.castShadow = true;
  167. tmpMesh.receiveShadow = true;
  168. scene.add( tmpMesh );
  169. return tmpMesh;
  170. }
  171. var bigCube = new THREE.BoxGeometry( 50, 500, 50 );
  172. var midCube = new THREE.BoxGeometry( 50, 200, 50 );
  173. var smallCube = new THREE.BoxGeometry( 100, 100, 100 );
  174. addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
  175. addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
  176. addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
  177. addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
  178. addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
  179. addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
  180. addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
  181. addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
  182. addObjectColor( new THREE.BoxGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
  183. addObjectColor( new THREE.BoxGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
  184. addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
  185. // MORPHS
  186. var loader = new THREE.JSONLoader();
  187. loader.load( "models/animated/sittingBox.js", function( geometry ) {
  188. var morphMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, morphNormals: true, side: THREE.DoubleSide } );
  189. morphMaterial.shading = THREE.FlatShading;
  190. geometry.computeMorphNormals();
  191. morph = new THREE.MorphAnimMesh( geometry, morphMaterial );
  192. var s = 200;
  193. morph.scale.set( s, s, s );
  194. morph.duration = 8000;
  195. morph.mirroredLoop = true;
  196. morph.castShadow = true;
  197. morph.receiveShadow = true;
  198. scene.add( morph );
  199. } );
  200. // LIGHTS
  201. var sunIntensity = 0.3,
  202. pointIntensity = 1,
  203. pointColor = 0xffaa00;
  204. if ( DAY ) {
  205. sunIntensity = 1;
  206. pointIntensity = 0.5;
  207. pointColor = 0xffffff;
  208. }
  209. ambientLight = new THREE.AmbientLight( 0x3f2806 );
  210. scene.add( ambientLight );
  211. pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
  212. pointLight.position.set( 0, 0, 0 );
  213. scene.add( pointLight );
  214. sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2, 1 );
  215. sunLight.position.set( 1000, 2000, 1000 );
  216. sunLight.castShadow = true;
  217. sunLight.shadowDarkness = 0.3 * sunIntensity;
  218. sunLight.shadowBias = -0.0002;
  219. sunLight.shadowCameraNear = 750;
  220. sunLight.shadowCameraFar = 4000;
  221. sunLight.shadowCameraFov = 30;
  222. sunLight.shadowCameraVisible = false;
  223. scene.add( sunLight );
  224. // RENDERER
  225. renderer = new THREE.WebGLRenderer( { antialias: true } );
  226. renderer.setClearColor( scene.fog.color );
  227. renderer.setPixelRatio( window.devicePixelRatio );
  228. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  229. renderer.domElement.style.position = "absolute";
  230. renderer.domElement.style.top = MARGIN + "px";
  231. renderer.domElement.style.left = "0px";
  232. container.appendChild( renderer.domElement );
  233. //
  234. renderer.shadowMapEnabled = true;
  235. renderer.shadowMapType = THREE.PCFSoftShadowMap;
  236. //
  237. renderer.gammaInput = true;
  238. renderer.gammaOutput = true;
  239. //
  240. controls = new THREE.TrackballControls( camera, renderer.domElement );
  241. controls.target.set( 0, 120, 0 );
  242. controls.rotateSpeed = 1.0;
  243. controls.zoomSpeed = 1.2;
  244. controls.panSpeed = 0.8;
  245. controls.noZoom = false;
  246. controls.noPan = false;
  247. controls.staticMoving = true;
  248. controls.dynamicDampingFactor = 0.15;
  249. controls.keys = [ 65, 83, 68 ];
  250. // STATS
  251. stats = new Stats();
  252. container.appendChild( stats.domElement );
  253. // EVENTS
  254. window.addEventListener( 'resize', onWindowResize, false );
  255. document.addEventListener( 'keydown', onKeyDown, false );
  256. // TWEEN
  257. parameters = { control: 0 };
  258. tweenDirection = -1;
  259. tweenDay = new TWEEN.Tween( parameters ).to( { control: 1 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
  260. tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
  261. // GUI
  262. gui = new dat.GUI();
  263. shadowGUI = gui.addFolder( "Shadow" );
  264. shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
  265. sunLight.shadowCameraVisible = shadowConfig.shadowCameraVisible;
  266. });
  267. shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
  268. sunLight.shadowCamera.near = shadowConfig.shadowCameraNear;
  269. sunLight.shadowCamera.updateProjectionMatrix();
  270. });
  271. shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
  272. sunLight.shadowCamera.far = shadowConfig.shadowCameraFar;
  273. sunLight.shadowCamera.updateProjectionMatrix();
  274. });
  275. shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
  276. sunLight.shadowCamera.fov = shadowConfig.shadowCameraFov;
  277. sunLight.shadowCamera.updateProjectionMatrix();
  278. });
  279. shadowGUI.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
  280. sunLight.shadowBias = shadowConfig.shadowBias;
  281. });
  282. shadowGUI.add( shadowConfig, 'shadowDarkness', 0, 1 ).onChange( function() {
  283. });
  284. shadowGUI.open();
  285. gammaGUI = gui.addFolder( "Gamma" );
  286. gammaGUI.add( gamma, 'gammaFactor', 0.1, 4.0 ).onChange( function() {
  287. renderer.gammaFactor = gamma.gammaFactor;
  288. });
  289. gammaGUI.open();
  290. /*
  291. Not exposed because they are not easily dynamically updated - as all shaders need to be recompiled. -bhouston
  292. gammaGUI.add( gamma, 'gammaInput', true ).onChange( function() {
  293. renderer.gammaInput = gamma.gammaInput;
  294. });
  295. gammaGUI.add( gamma, 'gammaOutput', true ).onChange( function() {
  296. renderer.gammaOutput = gamma.gammaOutput;
  297. });*/
  298. }
  299. //
  300. function onWindowResize( event ) {
  301. SCREEN_WIDTH = window.innerWidth;
  302. SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;
  303. camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  304. camera.updateProjectionMatrix();
  305. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  306. controls.handleResize();
  307. }
  308. //
  309. function onKeyDown ( event ) {
  310. switch ( event.keyCode ) {
  311. case 78: /*N*/
  312. if ( tweenDirection == 1 ) {
  313. tweenDay.stop();
  314. tweenNight.start();
  315. tweenDirection = -1;
  316. } else {
  317. tweenNight.stop();
  318. tweenDay.start();
  319. tweenDirection = 1;
  320. }
  321. break;
  322. }
  323. }
  324. //
  325. function animate() {
  326. requestAnimationFrame( animate );
  327. render();
  328. stats.update();
  329. }
  330. function render() {
  331. // update
  332. var delta = 1000 * clock.getDelta();
  333. TWEEN.update();
  334. controls.update();
  335. if ( morph ) morph.updateAnimation( delta );
  336. scene.fog.color.setHSL( 0.63, 0.05, parameters.control );
  337. renderer.setClearColor( scene.fog.color );
  338. sunLight.intensity = parameters.control * 0.7 + 0.3;
  339. pointLight.intensity = - parameters.control * 0.5 + 1;
  340. pointLight.color.setHSL( 0.1, 0.75, parameters.control * 0.5 + 0.5 );
  341. sunLight.shadowDarkness = shadowConfig.shadowDarkness * sunLight.intensity;
  342. // render cube map
  343. mesh.visible = false;
  344. renderer.autoClear = true;
  345. cubeCamera.position.copy( mesh.position );
  346. cubeCamera.updateCubeMap( renderer, scene );
  347. renderer.autoClear = false;
  348. mesh.visible = true;
  349. // render scene
  350. renderer.render( scene, camera );
  351. }
  352. </script>
  353. </body>
  354. </html>