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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - tone mapping</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> - Tone Mapping<br />
Battle Damaged Sci-fi Helmet by
<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
<a href="https://hdrihaven.com/hdri/?h=venice_sunset" target="_blank" rel="noopener">Venice Sunset</a> by <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
let mesh, renderer, scene, camera, controls;
let gui, guiExposure = null;
const params = {
exposure: 1.0,
toneMapping: 'ACESFilmic',
blurriness: 0.3
};
const toneMappingOptions = {
None: THREE.NoToneMapping,
Linear: THREE.LinearToneMapping,
Reinhard: THREE.ReinhardToneMapping,
Cineon: THREE.CineonToneMapping,
ACESFilmic: THREE.ACESFilmicToneMapping,
Custom: THREE.CustomToneMapping
};
init().catch( function ( err ) {
console.error( err );
} );
async function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
renderer.toneMappingExposure = params.exposure;
renderer.outputEncoding = THREE.sRGBEncoding;
// Set CustomToneMapping to Uncharted2
// source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
THREE.ShaderChunk.tonemapping_pars_fragment = THREE.ShaderChunk.tonemapping_pars_fragment.replace(
'vec3 CustomToneMapping( vec3 color ) { return color; }',
`#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
float toneMappingWhitePoint = 1.0;
vec3 CustomToneMapping( vec3 color ) {
color *= toneMappingExposure;
return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
}`
);
scene = new THREE.Scene();
scene.backgroundBlurriness = params.blurriness;
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
camera.position.set( - 1.8, 0.6, 2.7 );
controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render ); // use if there is no animation loop
controls.enableZoom = false;
controls.enablePan = false;
controls.target.set( 0, 0, - 0.2 );
controls.update();
const rgbeLoader = new RGBELoader()
.setPath( 'textures/equirectangular/' );
const gltfLoader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
const [ texture, gltf ] = await Promise.all( [
rgbeLoader.loadAsync( 'venice_sunset_1k.hdr' ),
gltfLoader.loadAsync( 'DamagedHelmet.gltf' ),
] );
// environment
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.background = texture;
scene.environment = texture;
// model
mesh = gltf.scene.getObjectByName( 'node_damagedHelmet_-6514' );
scene.add( mesh );
render();
window.addEventListener( 'resize', onWindowResize );
gui = new GUI();
gui.add( params, 'toneMapping', Object.keys( toneMappingOptions ) )
.onChange( function () {
updateGUI();
renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
render();
} );
gui.add( params, 'blurriness', 0, 1 )
.onChange( function ( value ) {
scene.backgroundBlurriness = value;
render();
} );
updateGUI();
gui.open();
}
function updateGUI() {
if ( guiExposure !== null ) {
guiExposure.destroy();
guiExposure = null;
}
if ( params.toneMapping !== 'None' ) {
guiExposure = gui.add( params, 'exposure', 0, 2 )
.onChange( function () {
renderer.toneMappingExposure = params.exposure;
render();
} );
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>