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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">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- <a href="https://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 type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- import { OBJLoader } from './jsm/loaders/OBJLoader.js';
- import { GodRaysFakeSunShader, GodRaysDepthMaskShader, GodRaysCombineShader, GodRaysGenerateShader } from './jsm/shaders/GodRaysShader.js';
- 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 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 = 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 = GodRaysDepthMaskShader;
- postprocessing.godrayMaskUniforms = THREE.UniformsUtils.clone( godraysMaskShader.uniforms );
- postprocessing.materialGodraysDepthMask = new THREE.ShaderMaterial( {
- uniforms: postprocessing.godrayMaskUniforms,
- vertexShader: godraysMaskShader.vertexShader,
- fragmentShader: godraysMaskShader.fragmentShader
- } );
- var godraysGenShader = GodRaysGenerateShader;
- postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
- postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
- uniforms: postprocessing.godrayGenUniforms,
- vertexShader: godraysGenShader.vertexShader,
- fragmentShader: godraysGenShader.fragmentShader
- } );
- var godraysCombineShader = GodRaysCombineShader;
- postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
- postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
- uniforms: postprocessing.godrayCombineUniforms,
- vertexShader: godraysCombineShader.vertexShader,
- fragmentShader: godraysCombineShader.fragmentShader
- } );
- var godraysFakeSunShader = GodRaysFakeSunShader;
- 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>
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