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iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_postprocessing_godray...

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing - godrays</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
text-align:center;
}
a { color:#0078ff; }
#info {
color:#fff;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/ShaderGodRays.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<div id="info">
<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>
</div>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container, stats;
var camera, scene, renderer, materialDepth;
var sphereMesh;
var sunPosition = new THREE.Vector3( 0, 1000, - 1000 );
var screenSpacePosition = new THREE.Vector3();
var mouseX = 0, mouseY = 0;
var postprocessing = { enabled: true };
var orbitRadius = 200;
var bgColor = 0x000511;
var sunColor = 0xffee00;
// Use a smaller size for some of the god-ray render targets for better performance.
var godrayRenderTargetResolutionMultiplier = 1.0 / 4.0;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 200;
scene = new THREE.Scene();
//
materialDepth = new THREE.MeshDepthMaterial();
var materialScene = new THREE.MeshBasicMaterial( { color: 0x000000 } );
// tree
var loader = new THREE.OBJLoader();
loader.load( 'models/obj/tree.obj', function ( object ) {
object.material = materialScene;
object.position.set( 0, - 150, - 150 );
object.scale.multiplyScalar( 400 );
scene.add( object );
} );
// sphere
var geo = new THREE.SphereBufferGeometry( 1, 20, 10 );
sphereMesh = new THREE.Mesh( geo, materialScene );
sphereMesh.scale.multiplyScalar( 20 );
scene.add( sphereMesh );
//
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xffffff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.autoClear = false;
//
stats = new Stats();
container.appendChild( stats.dom );
//
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
window.addEventListener( 'resize', onWindowResize, false );
//
initPostprocessing( window.innerWidth, window.innerHeight );
}
//
function onDocumentMouseMove( event ) {
mouseX = event.clientX - window.innerWidth / 2;
mouseY = event.clientY - window.innerHeight / 2;
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - window.innerWidth / 2;
mouseY = event.touches[ 0 ].pageY - window.innerHeight / 2;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - window.innerWidth / 2;
mouseY = event.touches[ 0 ].pageY - window.innerHeight / 2;
}
}
//
function onWindowResize() {
var renderTargetWidth = window.innerWidth;
var renderTargetHeight = window.innerHeight;
camera.aspect = renderTargetWidth / renderTargetHeight;
camera.updateProjectionMatrix();
renderer.setSize( renderTargetWidth, renderTargetHeight );
postprocessing.rtTextureColors.setSize( renderTargetWidth, renderTargetHeight );
postprocessing.rtTextureDepth.setSize( renderTargetWidth, renderTargetHeight );
postprocessing.rtTextureDepthMask.setSize( renderTargetWidth, renderTargetHeight );
var adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
var adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
postprocessing.rtTextureGodRays1.setSize( adjustedWidth, adjustedHeight );
postprocessing.rtTextureGodRays2.setSize( adjustedWidth, adjustedHeight );
}
function initPostprocessing( renderTargetWidth, renderTargetHeight ) {
postprocessing.scene = new THREE.Scene();
postprocessing.camera = new THREE.OrthographicCamera( - 0.5, 0.5, 0.5, - 0.5, - 10000, 10000 );
postprocessing.camera.position.z = 100;
postprocessing.scene.add( postprocessing.camera );
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight, pars );
// Switching the depth formats to luminance from rgb doesn't seem to work. I didn't
// investigate further for now.
// pars.format = THREE.LuminanceFormat;
// I would have this quarter size and use it as one of the ping-pong render
// targets but the aliasing causes some temporal flickering
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight, pars );
postprocessing.rtTextureDepthMask = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight, pars );
// The ping-pong render targets can use an adjusted resolution to minimize cost
var adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
var adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight, pars );
postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight, pars );
// god-ray shaders
var godraysMaskShader = THREE.ShaderGodRays[ "godrays_depthMask" ];
postprocessing.godrayMaskUniforms = THREE.UniformsUtils.clone( godraysMaskShader.uniforms );
postprocessing.materialGodraysDepthMask = new THREE.ShaderMaterial( {
uniforms: postprocessing.godrayMaskUniforms,
vertexShader: godraysMaskShader.vertexShader,
fragmentShader: godraysMaskShader.fragmentShader
} );
var godraysGenShader = THREE.ShaderGodRays[ "godrays_generate" ];
postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
uniforms: postprocessing.godrayGenUniforms,
vertexShader: godraysGenShader.vertexShader,
fragmentShader: godraysGenShader.fragmentShader
} );
var godraysCombineShader = THREE.ShaderGodRays[ "godrays_combine" ];
postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
uniforms: postprocessing.godrayCombineUniforms,
vertexShader: godraysCombineShader.vertexShader,
fragmentShader: godraysCombineShader.fragmentShader
} );
var godraysFakeSunShader = THREE.ShaderGodRays[ "godrays_fake_sun" ];
postprocessing.godraysFakeSunUniforms = THREE.UniformsUtils.clone( godraysFakeSunShader.uniforms );
postprocessing.materialGodraysFakeSun = new THREE.ShaderMaterial( {
uniforms: postprocessing.godraysFakeSunUniforms,
vertexShader: godraysFakeSunShader.vertexShader,
fragmentShader: godraysFakeSunShader.fragmentShader
} );
postprocessing.godraysFakeSunUniforms.bgColor.value.setHex( bgColor );
postprocessing.godraysFakeSunUniforms.sunColor.value.setHex( sunColor );
postprocessing.godrayCombineUniforms.fGodRayIntensity.value = 0.75;
postprocessing.quad = new THREE.Mesh(
new THREE.PlaneBufferGeometry( 1.0, 1.0 ),
postprocessing.materialGodraysGenerate
);
postprocessing.quad.position.z = - 9900;
postprocessing.scene.add( postprocessing.quad );
}
function animate() {
requestAnimationFrame( animate, renderer.domElement );
stats.begin();
render();
stats.end();
}
function getStepSize( filterLen, tapsPerPass, pass ) {
return filterLen * Math.pow( tapsPerPass, - pass );
}
function filterGodRays( inputTex, renderTarget, stepSize ) {
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysGenerate;
postprocessing.godrayGenUniforms[ "fStepSize" ].value = stepSize;
postprocessing.godrayGenUniforms[ "tInput" ].value = inputTex;
renderer.setRenderTarget( renderTarget );
renderer.render( postprocessing.scene, postprocessing.camera );
postprocessing.scene.overrideMaterial = null;
}
function render() {
var time = Date.now() / 4000;
sphereMesh.position.x = orbitRadius * Math.cos( time );
sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
camera.position.x += ( mouseX - camera.position.x ) * 0.036;
camera.position.y += ( - ( mouseY ) - camera.position.y ) * 0.036;
camera.lookAt( scene.position );
if ( postprocessing.enabled ) {
// Find the screenspace position of the sun
screenSpacePosition.copy( sunPosition ).project( camera );
screenSpacePosition.x = ( screenSpacePosition.x + 1 ) / 2;
screenSpacePosition.y = ( screenSpacePosition.y + 1 ) / 2;
// Give it to the god-ray and sun shaders
postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
postprocessing.godrayGenUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.x = screenSpacePosition.x;
postprocessing.godraysFakeSunUniforms[ "vSunPositionScreenSpace" ].value.y = screenSpacePosition.y;
// -- Draw sky and sun --
// Clear colors and depths, will clear to sky color
renderer.setRenderTarget( postprocessing.rtTextureColors );
renderer.clear( true, true, false );
// Sun render. Runs a shader that gives a brightness based on the screen
// space distance to the sun. Not very efficient, so i make a scissor
// rectangle around the suns position to avoid rendering surrounding pixels.
var sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
var sunsqW = 0.74 * window.innerHeight; // both depend on height because sun is aspect-corrected
screenSpacePosition.x *= window.innerWidth;
screenSpacePosition.y *= window.innerHeight;
renderer.setScissor( screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH );
renderer.setScissorTest( true );
postprocessing.godraysFakeSunUniforms[ "fAspect" ].value = window.innerWidth / window.innerHeight;
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysFakeSun;
renderer.setRenderTarget( postprocessing.rtTextureColors );
renderer.render( postprocessing.scene, postprocessing.camera );
renderer.setScissorTest( false );
// -- Draw scene objects --
// Colors
scene.overrideMaterial = null;
renderer.setRenderTarget( postprocessing.rtTextureColors );
renderer.render( scene, camera );
// Depth
scene.overrideMaterial = materialDepth;
renderer.setRenderTarget( postprocessing.rtTextureDepth );
renderer.clear();
renderer.render( scene, camera );
//
postprocessing.godrayMaskUniforms[ "tInput" ].value = postprocessing.rtTextureDepth.texture;
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysDepthMask;
renderer.setRenderTarget( postprocessing.rtTextureDepthMask );
renderer.render( postprocessing.scene, postprocessing.camera );
// -- Render god-rays --
// Maximum length of god-rays (in texture space [0,1]X[0,1])
var filterLen = 1.0;
// Samples taken by filter
var TAPS_PER_PASS = 6.0;
// Pass order could equivalently be 3,2,1 (instead of 1,2,3), which
// would start with a small filter support and grow to large. however
// the large-to-small order produces less objectionable aliasing artifacts that
// appear as a glimmer along the length of the beams
// pass 1 - render into first ping-pong target
filterGodRays( postprocessing.rtTextureDepthMask.texture, postprocessing.rtTextureGodRays2, getStepSize( filterLen, TAPS_PER_PASS, 1.0 ) );
// pass 2 - render into second ping-pong target
filterGodRays( postprocessing.rtTextureGodRays2.texture, postprocessing.rtTextureGodRays1, getStepSize( filterLen, TAPS_PER_PASS, 2.0 ) );
// pass 3 - 1st RT
filterGodRays( postprocessing.rtTextureGodRays1.texture, postprocessing.rtTextureGodRays2, getStepSize( filterLen, TAPS_PER_PASS, 3.0 ) );
// final pass - composite god-rays onto colors
postprocessing.godrayCombineUniforms[ "tColors" ].value = postprocessing.rtTextureColors.texture;
postprocessing.godrayCombineUniforms[ "tGodRays" ].value = postprocessing.rtTextureGodRays2.texture;
postprocessing.scene.overrideMaterial = postprocessing.materialGodraysCombine;
renderer.setRenderTarget( null );
renderer.render( postprocessing.scene, postprocessing.camera );
postprocessing.scene.overrideMaterial = null;
} else {
renderer.setRenderTarget( null );
renderer.clear();
renderer.render( scene, camera );
}
}
</script>
</body>
</html>