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