webgl_shaders_tonemapping.html 16 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - adaptive tone-mapping</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:#000;
  10. color:#fff;
  11. padding:0;
  12. margin:0;
  13. overflow:hidden;
  14. font-family:georgia;
  15. text-align:center;
  16. }
  17. h1 { }
  18. a { color:skyblue; text-decoration:none }
  19. canvas { pointer-events:none; z-index:0; position:relative; }
  20. .label { background-color: black; position: absolute; z-index: 100; padding: 5px }
  21. </style>
  22. </head>
  23. <body>
  24. <div id="d">
  25. <div id="info">
  26. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl demo :
  27. Earth diffuse and city lights by <a href="http://seanward.org" target="_blank" rel="noopener">Sean Ward</a> :
  28. </div>
  29. <div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
  30. <div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
  31. <div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
  32. <div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
  33. <div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
  34. <div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
  35. </div>
  36. <script src="../build/three.js"></script>
  37. <script src="js/WebGL.js"></script>
  38. <script src="js/libs/dat.gui.min.js"></script>
  39. <script src="js/shaders/CopyShader.js"></script>
  40. <script src="js/shaders/LuminosityShader.js"></script>
  41. <script src="js/shaders/ConvolutionShader.js"></script>
  42. <script src="js/shaders/ToneMapShader.js"></script>
  43. <script src="js/shaders/GammaCorrectionShader.js"></script>
  44. <script src="js/postprocessing/EffectComposer.js"></script>
  45. <script src="js/postprocessing/RenderPass.js"></script>
  46. <script src="js/postprocessing/MaskPass.js"></script>
  47. <script src="js/postprocessing/ShaderPass.js"></script>
  48. <script src="js/postprocessing/BloomPass.js"></script>
  49. <script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
  50. <script src="js/controls/OrbitControls.js"></script>
  51. <script>
  52. if ( WEBGL.isWebGLAvailable() === false ) {
  53. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  54. }
  55. var container;
  56. var bloomPass, adaptToneMappingPass, ldrToneMappingPass, hdrToneMappingPass;
  57. var params;
  58. var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
  59. var cameraCube, sceneCube;
  60. var cameraBG, debugScene;
  61. var adaptiveLuminanceMat, currentLuminanceRT, currentLuminanceMat, previousLuminanceMat;
  62. var directionalLight;
  63. var orbitControls;
  64. var windowHalfX = window.innerWidth / 2;
  65. var windowHalfY = window.innerHeight / 2;
  66. var windowThirdX = window.innerWidth / 3;
  67. var windowThirdY = window.innerHeight / 3;
  68. init();
  69. animate();
  70. function init() {
  71. params = {
  72. bloomAmount: 1.0,
  73. sunLight: 4.0,
  74. enabled: true,
  75. avgLuminance: 0.7,
  76. middleGrey: 0.04,
  77. maxLuminance: 16,
  78. adaptionRate: 2.0
  79. };
  80. container = document.createElement( 'div' );
  81. document.body.appendChild( container );
  82. // CAMERAS
  83. camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
  84. camera.position.x = 700;
  85. camera.position.y = 400;
  86. camera.position.z = 800;
  87. cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
  88. cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
  89. cameraBG.position.z = 100;
  90. orbitControls = new THREE.OrbitControls( camera, container );
  91. orbitControls.autoRotate = true;
  92. orbitControls.autoRotateSpeed = 1;
  93. // SCENE
  94. scene = new THREE.Scene();
  95. sceneCube = new THREE.Scene();
  96. debugScene = new THREE.Scene();
  97. // LIGHTS
  98. var ambient = new THREE.AmbientLight( 0x050505 );
  99. scene.add( ambient );
  100. directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
  101. directionalLight.position.set( 2, 0, 10 ).normalize();
  102. scene.add( directionalLight );
  103. var atmoShader = {
  104. side: THREE.BackSide,
  105. // blending: THREE.AdditiveBlending,
  106. transparent: true,
  107. lights: true,
  108. uniforms: THREE.UniformsUtils.merge( [
  109. THREE.UniformsLib[ "common" ],
  110. THREE.UniformsLib[ "lights" ]
  111. ] ),
  112. vertexShader: [
  113. "varying vec3 vViewPosition;",
  114. "varying vec3 vNormal;",
  115. "void main() {",
  116. THREE.ShaderChunk[ "beginnormal_vertex" ],
  117. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  118. " vNormal = normalize( transformedNormal );",
  119. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  120. "vViewPosition = -mvPosition.xyz;",
  121. "gl_Position = projectionMatrix * mvPosition;",
  122. "}"
  123. ].join("\n"),
  124. fragmentShader: [
  125. THREE.ShaderChunk[ "common" ],
  126. THREE.ShaderChunk[ "bsdfs" ],
  127. THREE.ShaderChunk[ "lights_pars_begin" ],
  128. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  129. "void main() {",
  130. "vec3 normal = normalize( -vNormal );",
  131. "vec3 viewPosition = normalize( vViewPosition );",
  132. "#if NUM_DIR_LIGHTS > 0",
  133. "vec3 dirDiffuse = vec3( 0.0 );",
  134. "for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
  135. "vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
  136. "vec3 dirVector = normalize( lDirection.xyz );",
  137. "float dotProduct = dot( viewPosition, dirVector );",
  138. "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
  139. "dotProduct *= dotProduct;",
  140. "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
  141. "}",
  142. "#endif",
  143. //Fade out atmosphere at edge
  144. "float viewDot = abs(dot( normal, viewPosition ));",
  145. "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
  146. "vec3 color = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
  147. "gl_FragColor = vec4( color, viewDot );",
  148. "}"
  149. ].join("\n")
  150. };
  151. var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
  152. var earthMat = new THREE.MeshPhongMaterial( {
  153. color: 0xffffff,
  154. shininess: 200
  155. } );
  156. var textureLoader = new THREE.TextureLoader();
  157. textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function( tex ) {
  158. earthMat.map = tex;
  159. earthMat.needsUpdate = true;
  160. } );
  161. textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function( tex ) {
  162. earthMat.specularMap = tex;
  163. earthMat.needsUpdate = true;
  164. } );
  165. // var earthNormal = textureLoader.load( 'textures/planets/earth-new-normal-2048.jpg', function( tex ) {
  166. // earthMat.normalMap = tex;
  167. // earthMat.needsUpdate = true;
  168. // } );
  169. var earthLightsMat = new THREE.MeshBasicMaterial( {
  170. color: 0xffffff,
  171. blending: THREE.AdditiveBlending,
  172. transparent: true,
  173. depthTest: false
  174. } );
  175. var earthLights = textureLoader.load( 'textures/planets/earth_lights_2048.png', function( tex ) {
  176. earthLightsMat.map = tex;
  177. earthLightsMat.needsUpdate = true;
  178. } );
  179. var earthCloudsMat = new THREE.MeshLambertMaterial( {
  180. color: 0xffffff,
  181. blending: THREE.NormalBlending,
  182. transparent: true,
  183. depthTest: false
  184. } );
  185. textureLoader.load( 'textures/planets/earth_clouds_2048.png', function( tex ) {
  186. earthCloudsMat.map = tex;
  187. earthCloudsMat.needsUpdate = true;
  188. } );
  189. var earthGeo = new THREE.SphereBufferGeometry( 600, 24, 24 );
  190. var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
  191. scene.add( sphereMesh );
  192. var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
  193. scene.add( sphereLightsMesh );
  194. var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
  195. scene.add( sphereCloudsMesh );
  196. var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
  197. sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
  198. scene.add( sphereAtmoMesh );
  199. var vBGShader = [
  200. // "attribute vec2 uv;",
  201. "varying vec2 vUv;",
  202. "void main() {",
  203. "vUv = uv;",
  204. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  205. "}"
  206. ].join("\n");
  207. var pBGShader = [
  208. "uniform sampler2D map;",
  209. "varying vec2 vUv;",
  210. "void main() {",
  211. "vec2 sampleUV = vUv;",
  212. "vec4 color = texture2D( map, sampleUV, 0.0 );",
  213. "gl_FragColor = vec4( color.xyz, 1.0 );",
  214. "}"
  215. ].join("\n");
  216. // Skybox
  217. adaptiveLuminanceMat = new THREE.ShaderMaterial( {
  218. uniforms: {
  219. map: { value: null }
  220. },
  221. vertexShader: vBGShader,
  222. fragmentShader: pBGShader,
  223. depthTest: false,
  224. // color: 0xffffff
  225. blending: THREE.NoBlending
  226. } );
  227. currentLuminanceMat = new THREE.ShaderMaterial( {
  228. uniforms: {
  229. map: { value: null }
  230. },
  231. vertexShader: vBGShader,
  232. fragmentShader: pBGShader,
  233. depthTest: false
  234. // color: 0xffffff
  235. // blending: THREE.NoBlending
  236. } );
  237. var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
  238. quadBG.position.z = -500;
  239. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
  240. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  241. debugScene.add( quadBG );
  242. quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
  243. quadBG.position.z = -500;
  244. quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
  245. quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
  246. debugScene.add( quadBG );
  247. var r = "textures/cube/MilkyWay/";
  248. var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
  249. r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
  250. r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
  251. var textureCube = new THREE.CubeTextureLoader().load( urls );
  252. textureCube.format = THREE.RGBFormat;
  253. sceneCube.background = textureCube;
  254. renderer = new THREE.WebGLRenderer();
  255. renderer.setPixelRatio( window.devicePixelRatio );
  256. renderer.setSize( window.innerWidth, window.innerHeight );
  257. renderer.autoClear = false;
  258. renderer.gammaInput = true;
  259. renderer.gammaOutput = false;
  260. container.appendChild( renderer.domElement );
  261. // var width = window.innerWidth || 1;
  262. var height = window.innerHeight || 1;
  263. var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
  264. var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  265. ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
  266. if ( renderer.extensions.get('OES_texture_half_float_linear') ) {
  267. parameters.type = THREE.FloatType;
  268. }
  269. var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
  270. dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  271. dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
  272. hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
  273. var debugPass = new THREE.RenderPass( debugScene, cameraBG );
  274. debugPass.clear = false;
  275. var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
  276. var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
  277. scenePass.clear = false;
  278. adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
  279. adaptToneMappingPass.needsSwap = true;
  280. ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  281. hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
  282. bloomPass = new THREE.BloomPass();
  283. var gammaCorrectionPass = new THREE.ShaderPass( THREE.GammaCorrectionShader );
  284. gammaCorrectionPass.renderToScreen = true;
  285. dynamicHdrEffectComposer.addPass( skyboxPass );
  286. dynamicHdrEffectComposer.addPass( scenePass );
  287. dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
  288. // dynamicHdrEffectComposer.addPass( debugPass );
  289. dynamicHdrEffectComposer.addPass( bloomPass );
  290. dynamicHdrEffectComposer.addPass( gammaCorrectionPass );
  291. hdrEffectComposer.addPass( skyboxPass );
  292. hdrEffectComposer.addPass( scenePass );
  293. hdrEffectComposer.addPass( hdrToneMappingPass );
  294. hdrEffectComposer.addPass( bloomPass );
  295. hdrEffectComposer.addPass( gammaCorrectionPass );
  296. ldrEffectComposer.addPass( skyboxPass );
  297. ldrEffectComposer.addPass( scenePass );
  298. ldrEffectComposer.addPass( ldrToneMappingPass );
  299. ldrEffectComposer.addPass( bloomPass );
  300. ldrEffectComposer.addPass( gammaCorrectionPass );
  301. // var gammaPass = new THREE.ShaderPass( GammaShader );
  302. // gammaPass.renderToScreen = true;
  303. // ldrEffectComposer.addPass( gammaPass );
  304. var gui = new dat.GUI();
  305. // dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
  306. var sceneGui = gui.addFolder( 'Scenes' );
  307. var toneMappingGui = gui.addFolder( 'ToneMapping' );
  308. var staticToneMappingGui = gui.addFolder( 'StaticOnly' );
  309. var adaptiveToneMappingGui = gui.addFolder( 'AdaptiveOnly' );
  310. sceneGui.add( params, 'bloomAmount', 0.0, 10.0 );
  311. sceneGui.add( params, 'sunLight', 0.1, 12.0 );
  312. toneMappingGui.add( params, 'enabled' );
  313. toneMappingGui.add( params, 'middleGrey', 0, 12 );
  314. toneMappingGui.add( params, 'maxLuminance', 1, 30 );
  315. staticToneMappingGui.add( params, 'avgLuminance', 0.001, 2.0 );
  316. adaptiveToneMappingGui.add( params, 'adaptionRate', 0.0, 10.0 );
  317. gui.open();
  318. window.addEventListener( 'resize', onWindowResize, false );
  319. }
  320. function onWindowResize() {
  321. windowHalfX = window.innerWidth / 2;
  322. windowHalfY = window.innerHeight / 2;
  323. windowThirdX = window.innerWidth / 3;
  324. windowThirdY = window.innerHeight / 3;
  325. camera.aspect = windowThirdX / window.innerHeight;
  326. camera.updateProjectionMatrix();
  327. cameraCube.aspect = windowThirdX / window.innerHeight;
  328. cameraCube.updateProjectionMatrix();
  329. renderer.setSize( window.innerWidth, window.innerHeight );
  330. }
  331. function animate() {
  332. requestAnimationFrame( animate );
  333. if ( bloomPass ) {
  334. bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
  335. }
  336. if ( adaptToneMappingPass ) {
  337. adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
  338. adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
  339. currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
  340. adaptToneMappingPass.enabled = params.enabled;
  341. adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
  342. adaptToneMappingPass.setMiddleGrey( params.middleGrey );
  343. hdrToneMappingPass.enabled = params.enabled;
  344. hdrToneMappingPass.setMaxLuminance( params.maxLuminance );
  345. hdrToneMappingPass.setMiddleGrey( params.middleGrey );
  346. if ( hdrToneMappingPass.setAverageLuminance ) {
  347. hdrToneMappingPass.setAverageLuminance( params.avgLuminance );
  348. }
  349. ldrToneMappingPass.enabled = params.enabled;
  350. ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
  351. ldrToneMappingPass.setMiddleGrey( params.middleGrey );
  352. if ( ldrToneMappingPass.setAverageLuminance ) {
  353. ldrToneMappingPass.setAverageLuminance( params.avgLuminance );
  354. }
  355. }
  356. directionalLight.intensity = params.sunLight;
  357. orbitControls.update();
  358. render();
  359. }
  360. function render() {
  361. camera.lookAt( scene.position );
  362. cameraCube.rotation.copy( camera.rotation );
  363. renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
  364. ldrEffectComposer.render( 0.017 );
  365. renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
  366. hdrEffectComposer.render( 0.017 );
  367. renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
  368. dynamicHdrEffectComposer.render( 0.017 );
  369. }
  370. </script>
  371. </body>
  372. </html>