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