webgl_postprocessing_godrays.html 13 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - godrays</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-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. text-align:center;
  15. font-weight: bold;
  16. text-align:center;
  17. }
  18. a {
  19. color:#0078ff;
  20. }
  21. #info {
  22. color:#fff;
  23. position: absolute;
  24. top: 0px; width: 100%;
  25. padding: 5px;
  26. z-index:100;
  27. }
  28. </style>
  29. </head>
  30. <body>
  31. <script src="../build/three.js"></script>
  32. <script src="js/loaders/OBJLoader.js"></script>
  33. <script src="js/ShaderGodRays.js"></script>
  34. <script src="js/Detector.js"></script>
  35. <script src="js/libs/stats.min.js"></script>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl god-rays example - tree by <a href="http://www.turbosquid.com/3d-models/free-tree-3d-model/592617" target="_blank" rel="noopener">stanloshka</a>
  38. </div>
  39. <script>
  40. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  41. var container, stats;
  42. var camera, scene, renderer, materialDepth;
  43. var sphereMesh;
  44. var sunPosition = new THREE.Vector3( 0, 1000, -1000 );
  45. var screenSpacePosition = new THREE.Vector3();
  46. var mouseX = 0, mouseY = 0;
  47. var windowHalfX = window.innerWidth / 2;
  48. var windowHalfY = window.innerHeight / 2;
  49. var postprocessing = { enabled : true };
  50. var orbitRadius = 200;
  51. var bgColor = 0x000511;
  52. var sunColor = 0xffee00;
  53. init();
  54. animate();
  55. function init() {
  56. container = document.createElement( 'div' );
  57. document.body.appendChild( container );
  58. //
  59. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  60. camera.position.z = 200;
  61. scene = new THREE.Scene();
  62. //
  63. materialDepth = new THREE.MeshDepthMaterial();
  64. var materialScene = new THREE.MeshBasicMaterial( { color: 0x000000 } );
  65. // tree
  66. var loader = new THREE.OBJLoader();
  67. loader.load( 'models/obj/tree.obj', function ( object ) {
  68. object.material = materialScene;
  69. object.position.set( 0, -150, -150 );
  70. object.scale.multiplyScalar( 400 );
  71. scene.add( object );
  72. } );
  73. // sphere
  74. var geo = new THREE.SphereBufferGeometry( 1, 20, 10 );
  75. sphereMesh = new THREE.Mesh( geo, materialScene );
  76. sphereMesh.scale.multiplyScalar( 20 );
  77. scene.add( sphereMesh );
  78. //
  79. renderer = new THREE.WebGLRenderer();
  80. renderer.setClearColor( 0xffffff );
  81. renderer.setPixelRatio( window.devicePixelRatio );
  82. renderer.setSize( window.innerWidth, window.innerHeight );
  83. container.appendChild( renderer.domElement );
  84. renderer.autoClear = false;
  85. //
  86. stats = new Stats();
  87. container.appendChild( stats.dom );
  88. //
  89. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  90. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  91. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  92. //
  93. initPostprocessing();
  94. }
  95. //
  96. function onDocumentMouseMove( event ) {
  97. mouseX = event.clientX - windowHalfX;
  98. mouseY = event.clientY - windowHalfY;
  99. }
  100. function onDocumentTouchStart( event ) {
  101. if ( event.touches.length === 1 ) {
  102. event.preventDefault();
  103. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  104. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  105. }
  106. }
  107. function onDocumentTouchMove( event ) {
  108. if ( event.touches.length === 1 ) {
  109. event.preventDefault();
  110. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  111. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  112. }
  113. }
  114. //
  115. function initPostprocessing() {
  116. postprocessing.scene = new THREE.Scene();
  117. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  118. postprocessing.camera.position.z = 100;
  119. postprocessing.scene.add( postprocessing.camera );
  120. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  121. postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  122. // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
  123. // investigate further for now.
  124. // pars.format = THREE.LuminanceFormat;
  125. // I would have this quarter size and use it as one of the ping-pong render
  126. // targets but the aliasing causes some temporal flickering
  127. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  128. postprocessing.rtTextureDepthMask = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  129. // Aggressive downsize god-ray ping-pong render targets to minimize cost
  130. var w = window.innerWidth / 4.0;
  131. var h = window.innerHeight / 4.0;
  132. postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( w, h, pars );
  133. postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( w, h, pars );
  134. // god-ray shaders
  135. var godraysMaskShader = THREE.ShaderGodRays[ "godrays_depthMask" ];
  136. postprocessing.godrayMaskUniforms = THREE.UniformsUtils.clone( godraysMaskShader.uniforms );
  137. postprocessing.materialGodraysDepthMask = new THREE.ShaderMaterial( {
  138. uniforms: postprocessing.godrayMaskUniforms,
  139. vertexShader: godraysMaskShader.vertexShader,
  140. fragmentShader: godraysMaskShader.fragmentShader
  141. } );
  142. var godraysGenShader = THREE.ShaderGodRays[ "godrays_generate" ];
  143. postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
  144. postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
  145. uniforms: postprocessing.godrayGenUniforms,
  146. vertexShader: godraysGenShader.vertexShader,
  147. fragmentShader: godraysGenShader.fragmentShader
  148. } );
  149. var godraysCombineShader = THREE.ShaderGodRays[ "godrays_combine" ];
  150. postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
  151. postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
  152. uniforms: postprocessing.godrayCombineUniforms,
  153. vertexShader: godraysCombineShader.vertexShader,
  154. fragmentShader: godraysCombineShader.fragmentShader
  155. } );
  156. var godraysFakeSunShader = THREE.ShaderGodRays[ "godrays_fake_sun" ];
  157. postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
  158. postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
  159. uniforms: postprocessing.godraysFakeSunUniforms,
  160. vertexShader: godraysFakeSunShader.vertexShader,
  161. fragmentShader: godraysFakeSunShader.fragmentShader
  162. } );
  163. postprocessing.godraysFakeSunUniforms.bgColor.value.setHex( bgColor );
  164. postprocessing.godraysFakeSunUniforms.sunColor.value.setHex( sunColor );
  165. postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
  166. postprocessing.quad = new THREE.Mesh(
  167. new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ),
  168. postprocessing.materialGodraysGenerate
  169. );
  170. postprocessing.quad.position.z = -9900;
  171. postprocessing.scene.add( postprocessing.quad );
  172. }
  173. function animate() {
  174. requestAnimationFrame( animate, renderer.domElement );
  175. stats.begin();
  176. render();
  177. stats.end();
  178. }
  179. function render() {
  180. var time = Date.now() / 4000;
  181. sphereMesh.position.x = orbitRadius * Math.cos( time );
  182. sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
  183. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  184. camera.position.y += ( - ( mouseY ) - camera.position.y ) * 0.036;
  185. camera.lookAt( scene.position );
  186. if ( postprocessing.enabled ) {
  187. // Find the screenspace position of the sun
  188. screenSpacePosition.copy( sunPosition ).project( camera );
  189. screenSpacePosition.x = ( screenSpacePosition.x + 1 ) / 2;
  190. screenSpacePosition.y = ( screenSpacePosition.y + 1 ) / 2;
  191. // Give it to the god-ray and sun shaders
  192. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  193. postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  194. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
  195. postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
  196. // -- Draw sky and sun --
  197. // Clear colors and depths, will clear to sky color
  198. renderer.clearTarget( postprocessing.rtTextureColors, true, true, false );
  199. // Sun render. Runs a shader that gives a brightness based on the screen
  200. // space distance to the sun. Not very efficient, so i make a scissor
  201. // rectangle around the suns position to avoid rendering surrounding pixels.
  202. var sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
  203. var sunsqW = 0.74 * window.innerHeight; // both depend on height because sun is aspect-corrected
  204. screenSpacePosition.x *= window.innerWidth;
  205. screenSpacePosition.y *= window.innerHeight;
  206. renderer.setScissor( screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH );
  207. renderer.setScissorTest( true );
  208. postprocessing.godraysFakeSunUniforms[ "fAspect" ].value = window.innerWidth / window.innerHeight;
  209. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
  210. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureColors );
  211. renderer.setScissorTest( false );
  212. // -- Draw scene objects --
  213. // Colors
  214. scene.overrideMaterial = null;
  215. renderer.render( scene, camera, postprocessing.rtTextureColors );
  216. // Depth
  217. scene.overrideMaterial = materialDepth;
  218. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  219. //
  220. postprocessing.godrayMaskUniforms[ "tInput" ].value = postprocessing.rtTextureDepth.texture;
  221. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysDepthMask;
  222. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureDepthMask );
  223. // -- Render god-rays --
  224. // Maximum length of god-rays (in texture space [0,1]X[0,1])
  225. var filterLen = 1.0;
  226. // Samples taken by filter
  227. var TAPS_PER_PASS = 6.0;
  228. // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
  229. // would start with a small filter support and grow to large. however
  230. // the large-to-small order produces less objectionable aliasing artifacts that
  231. // appear as a glimmer along the length of the beams
  232. // pass 1 - render into first ping-pong target
  233. var pass = 1.0;
  234. var stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  235. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  236. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureDepthMask.texture;
  237. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
  238. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays2 );
  239. // pass 2 - render into second ping-pong target
  240. pass = 2.0;
  241. stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  242. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  243. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays2.texture;
  244. renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureGodRays1 );
  245. // pass 3 - 1st RT
  246. pass = 3.0;
  247. stepLen = filterLen * Math.pow( TAPS_PER_PASS, -pass );
  248. postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepLen;
  249. postprocessing.godrayGenUniforms[ "tInput" ].value = postprocessing.rtTextureGodRays1.texture;
  250. renderer.render( postprocessing.scene, postprocessing.camera , postprocessing.rtTextureGodRays2 );
  251. // final pass - composite god-rays onto colors
  252. postprocessing.godrayCombineUniforms["tColors"].value = postprocessing.rtTextureColors.texture;
  253. postprocessing.godrayCombineUniforms["tGodRays"].value = postprocessing.rtTextureGodRays2.texture;
  254. postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
  255. renderer.render( postprocessing.scene, postprocessing.camera );
  256. postprocessing.scene.overrideMaterial = null;
  257. } else {
  258. renderer.clear();
  259. renderer.render( scene, camera );
  260. }
  261. }
  262. </script>
  263. </body>
  264. </html>