webgl_shading_physical.html 12 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: absolute;
  20. width: 100%;
  21. text-align: center;
  22. padding: 5px;
  23. }
  24. a { color: skyblue; }
  25. #stats #fps { background: transparent !important }
  26. #stats #fps #fpsText { color: #444 !important }
  27. #stats #fps #fpsGraph { display: none }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank">three.js</a> - webgl physically based shading testbed
  33. </div>
  34. <script src="../build/three.min.js"></script>
  35. <script src="js/controls/TrackballControls.js"></script>
  36. <script src="js/AnimationClipCreator.js"></script>
  37. <script src="js/Detector.js"></script>
  38. <script src="js/libs/stats.min.js"></script>
  39. <script src="js/libs/tween.min.js"></script>
  40. <script src='js/libs/dat.gui.min.js'></script>
  41. <script>
  42. var DAY = 0;
  43. var container, stats;
  44. var camera, scene, renderer;
  45. var mesh, geometry;
  46. var cubeCamera;
  47. var sunLight, pointLight, ambientLight;
  48. var mixer;
  49. var parameters, tweenDay, tweenNight;
  50. var clock = new THREE.Clock();
  51. var gui, shadowCameraHelper, shadowConfig = {
  52. shadowCameraVisible: false,
  53. shadowCameraNear: 750,
  54. shadowCameraFar: 4000,
  55. shadowCameraFov: 30,
  56. shadowBias: -0.0002
  57. };
  58. var lightingConfig = {
  59. daylight: false
  60. };
  61. init();
  62. animate();
  63. function init() {
  64. container = document.createElement( 'div' );
  65. document.body.appendChild( container );
  66. // CAMERA
  67. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 2, 10000 );
  68. camera.position.set( 500, 400, 1200 );
  69. // SCENE
  70. scene = new THREE.Scene();
  71. scene.fog = new THREE.Fog( 0x00aaff, 1000, 10000 );
  72. // CUBE CAMERA
  73. cubeCamera = new THREE.CubeCamera( 1, 10000, 128 );
  74. // TEXTURES
  75. var textureLoader = new THREE.TextureLoader();
  76. var textureSquares = textureLoader.load( "textures/patterns/bright_squares256.png" );
  77. textureSquares.repeat.set( 50, 50 );
  78. textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
  79. textureSquares.magFilter = THREE.NearestFilter;
  80. textureSquares.format = THREE.RGBFormat;
  81. var textureNoiseColor = textureLoader.load( "textures/disturb.jpg" );
  82. textureNoiseColor.repeat.set( 1, 1 );
  83. textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;
  84. textureNoiseColor.format = THREE.RGBFormat;
  85. var textureLava = textureLoader.load( "textures/lava/lavatile.jpg" );
  86. textureLava.repeat.set( 6, 2 );
  87. textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;
  88. textureLava.format = THREE.RGBFormat;
  89. //
  90. var path = "textures/cube/SwedishRoyalCastle/";
  91. var format = '.jpg';
  92. var urls = [
  93. path + 'px' + format, path + 'nx' + format,
  94. path + 'py' + format, path + 'ny' + format,
  95. path + 'pz' + format, path + 'nz' + format
  96. ];
  97. var reflectionCube = new THREE.CubeTextureLoader().load( urls );
  98. // GROUND
  99. var groundMaterial = new THREE.MeshPhongMaterial( {
  100. shininess: 80,
  101. color: 0xffffff,
  102. specular: 0xffffff,
  103. map: textureSquares
  104. } );
  105. var planeGeometry = new THREE.PlaneBufferGeometry( 100, 100 );
  106. var ground = new THREE.Mesh( planeGeometry, groundMaterial );
  107. ground.position.set( 0, 0, 0 );
  108. ground.rotation.x = - Math.PI / 2;
  109. ground.scale.set( 1000, 1000, 1000 );
  110. ground.receiveShadow = true;
  111. scene.add( ground );
  112. // MATERIALS
  113. var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, map: textureNoiseColor } );
  114. var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, map: textureLava } );
  115. var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, color: 0xffffff, specular: 0x999999, envMap: cubeCamera.renderTarget } );
  116. // OBJECTS
  117. var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
  118. var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
  119. var cubeGeometry = new THREE.BoxGeometry( 150, 150, 150 );
  120. addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
  121. addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
  122. mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );
  123. mesh.add( cubeCamera );
  124. function addObjectColor( geometry, color, x, y, z, ry ) {
  125. var material = new THREE.MeshPhongMaterial( { color: 0xffffff } );
  126. return addObject( geometry, material, x, y, z, ry );
  127. }
  128. function addObject( geometry, material, x, y, z, ry ) {
  129. var tmpMesh = new THREE.Mesh( geometry, material );
  130. tmpMesh.material.color.offsetHSL( 0.1, -0.1, 0 );
  131. tmpMesh.position.set( x, y, z );
  132. tmpMesh.rotation.y = ry;
  133. tmpMesh.castShadow = true;
  134. tmpMesh.receiveShadow = true;
  135. scene.add( tmpMesh );
  136. return tmpMesh;
  137. }
  138. var bigCube = new THREE.BoxGeometry( 50, 500, 50 );
  139. var midCube = new THREE.BoxGeometry( 50, 200, 50 );
  140. var smallCube = new THREE.BoxGeometry( 100, 100, 100 );
  141. addObjectColor( bigCube, 0xff0000, -500, 250, 0, 0 );
  142. addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );
  143. addObjectColor( midCube, 0x00ff00, 500, 100, 0, 0 );
  144. addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );
  145. addObjectColor( midCube, 0x0000ff, 0, 100, -500, 0 );
  146. addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );
  147. addObjectColor( midCube, 0xff00ff, 0, 100, 500, 0 );
  148. addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );
  149. addObjectColor( new THREE.BoxGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
  150. addObjectColor( new THREE.BoxGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );
  151. addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );
  152. // MORPHS
  153. var loader = new THREE.JSONLoader();
  154. loader.load( "models/animated/sittingBox.js", function( geometry ) {
  155. var morphMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, specular: 0xff9900, shininess: 50, morphTargets: true, side: THREE.DoubleSide, shading: THREE.FlatShading } );
  156. var mesh = new THREE.Mesh( geometry, morphMaterial );
  157. mixer = new THREE.AnimationMixer( mesh );
  158. mixer.clipAction( geometry.animations[0] ).setDuration( 10 ).play();
  159. var s = 200;
  160. mesh.scale.set( s, s, s );
  161. //morph.duration = 8000;
  162. //morph.mirroredLoop = true;
  163. mesh.castShadow = true;
  164. mesh.receiveShadow = true;
  165. scene.add( mesh );
  166. } );
  167. // LIGHTS
  168. var sunIntensity = 0.3,
  169. pointIntensity = 1,
  170. pointColor = 0xffaa00;
  171. if ( DAY ) {
  172. sunIntensity = 1;
  173. pointIntensity = 0.5;
  174. pointColor = 0xffffff;
  175. }
  176. ambientLight = new THREE.AmbientLight( 0x3f2806 );
  177. scene.add( ambientLight );
  178. pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
  179. pointLight.position.set( 0, 0, 0 );
  180. scene.add( pointLight );
  181. sunLight = new THREE.SpotLight( 0xffffff, sunIntensity, 0, Math.PI/2 );
  182. sunLight.position.set( 1000, 2000, 1000 );
  183. sunLight.castShadow = true;
  184. sunLight.shadow.bias = shadowConfig.shadowBias;
  185. sunLight.shadow.camera.far = shadowConfig.shadowCameraFar;
  186. sunLight.shadow.camera.near = shadowConfig.shadowCameraNear;
  187. sunLight.shadow.camera.fov = shadowConfig.shadowCameraFov;
  188. scene.add( sunLight );
  189. // SHADOW CAMERA HELPER
  190. shadowCameraHelper = new THREE.CameraHelper( sunLight.shadow.camera );
  191. shadowCameraHelper.visible = shadowConfig.shadowCameraVisible;
  192. scene.add( shadowCameraHelper );
  193. // RENDERER
  194. renderer = new THREE.WebGLRenderer( { antialias: true } );
  195. renderer.setClearColor( scene.fog.color );
  196. renderer.setPixelRatio( window.devicePixelRatio );
  197. renderer.setSize( window.innerWidth, window.innerHeight );
  198. container.appendChild( renderer.domElement );
  199. //
  200. renderer.shadowMap.enabled = true;
  201. renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  202. //
  203. renderer.gammaInput = true;
  204. renderer.gammaOutput = true;
  205. //
  206. controls = new THREE.TrackballControls( camera, renderer.domElement );
  207. controls.target.set( 0, 120, 0 );
  208. controls.rotateSpeed = 1.0;
  209. controls.zoomSpeed = 1.2;
  210. controls.panSpeed = 0.8;
  211. controls.noZoom = false;
  212. controls.noPan = false;
  213. controls.staticMoving = true;
  214. controls.dynamicDampingFactor = 0.15;
  215. controls.keys = [ 65, 83, 68 ];
  216. // STATS
  217. stats = new Stats();
  218. container.appendChild( stats.domElement );
  219. // EVENTS
  220. window.addEventListener( 'resize', onWindowResize, false );
  221. // TWEEN
  222. parameters = { control: 0 };
  223. tweenDay = new TWEEN.Tween( parameters ).to( { control: 1 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
  224. tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.Out );
  225. // GUI
  226. gui = new dat.GUI( { width: 400 } );
  227. // SHADOW
  228. var shadowGUI = gui.addFolder( "Shadow" );
  229. shadowGUI.add( shadowConfig, 'shadowCameraVisible' ).onChange( function() {
  230. shadowCameraHelper.visible = shadowConfig.shadowCameraVisible;
  231. });
  232. shadowGUI.add( shadowConfig, 'shadowCameraNear', 1, 1500 ).onChange( function() {
  233. sunLight.shadow.camera.near = shadowConfig.shadowCameraNear;
  234. sunLight.shadow.camera.updateProjectionMatrix();
  235. shadowCameraHelper.update();
  236. });
  237. shadowGUI.add( shadowConfig, 'shadowCameraFar', 1501, 5000 ).onChange( function() {
  238. sunLight.shadow.camera.far = shadowConfig.shadowCameraFar;
  239. sunLight.shadow.camera.updateProjectionMatrix();
  240. shadowCameraHelper.update();
  241. });
  242. shadowGUI.add( shadowConfig, 'shadowCameraFov', 1, 120 ).onChange( function() {
  243. sunLight.shadow.camera.fov = shadowConfig.shadowCameraFov;
  244. sunLight.shadow.camera.updateProjectionMatrix();
  245. shadowCameraHelper.update();
  246. });
  247. shadowGUI.add( shadowConfig, 'shadowBias', -0.01, 0.01 ).onChange( function() {
  248. sunLight.shadow.bias = shadowConfig.shadowBias;
  249. });
  250. shadowGUI.open();
  251. // LIGHTING
  252. var lightingGUI = gui.addFolder( "Lighting" );
  253. lightingGUI.add( lightingConfig, 'daylight' ).onChange( function() {
  254. // change between day and night
  255. if( lightingConfig.daylight === true ) {
  256. tweenNight.stop();
  257. tweenDay.start();
  258. } else {
  259. tweenDay.stop();
  260. tweenNight.start();
  261. };
  262. });
  263. lightingGUI.open();
  264. }
  265. //
  266. function onWindowResize( event ) {
  267. camera.aspect = window.innerWidth / window.innerHeight;
  268. camera.updateProjectionMatrix();
  269. renderer.setSize( window.innerWidth, window.innerHeight );
  270. controls.handleResize();
  271. }
  272. //
  273. function animate() {
  274. requestAnimationFrame( animate );
  275. stats.begin();
  276. render();
  277. stats.end();
  278. }
  279. function render() {
  280. // update
  281. var delta = clock.getDelta();
  282. TWEEN.update();
  283. controls.update();
  284. if ( mixer ) {
  285. mixer.update( delta );
  286. }
  287. scene.fog.color.setHSL( 0.63, 0.05, parameters.control );
  288. renderer.setClearColor( scene.fog.color );
  289. sunLight.intensity = parameters.control * 0.7 + 0.3;
  290. pointLight.intensity = - parameters.control * 0.5 + 1;
  291. pointLight.color.setHSL( 0.1, 0.75, parameters.control * 0.5 + 0.5 );
  292. // render cube map
  293. mesh.visible = false;
  294. cubeCamera.updateCubeMap( renderer, scene );
  295. mesh.visible = true;
  296. // render scene
  297. renderer.render( scene, camera );
  298. }
  299. </script>
  300. </body>
  301. </html>