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