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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>
<!-- 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 Stats from 'three/addons/libs/stats.module.js';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GodRaysFakeSunShader, GodRaysDepthMaskShader, GodRaysCombineShader, GodRaysGenerateShader } from 'three/addons/shaders/GodRaysShader.js';
let container, stats;
let camera, scene, renderer, materialDepth;
let sphereMesh;
const sunPosition = new THREE.Vector3( 0, 1000, - 1000 );
const clipPosition = new THREE.Vector4();
const screenSpacePosition = new THREE.Vector3();
const postprocessing = { enabled: true };
const orbitRadius = 200;
const bgColor = 0x000511;
const sunColor = 0xffee00;
// Use a smaller size for some of the god-ray render targets for better performance.
const 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();
const materialScene = new THREE.MeshBasicMaterial( { color: 0x000000 } );
// tree
const 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
const geo = new THREE.SphereGeometry( 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;
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 50;
controls.maxDistance = 500;
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
//
initPostprocessing( window.innerWidth, window.innerHeight );
}
//
function onWindowResize() {
const renderTargetWidth = window.innerWidth;
const 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 );
const adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
const 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 );
postprocessing.rtTextureColors = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight );
// 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 );
postprocessing.rtTextureDepthMask = new THREE.WebGLRenderTarget( renderTargetWidth, renderTargetHeight );
// The ping-pong render targets can use an adjusted resolution to minimize cost
const adjustedWidth = renderTargetWidth * godrayRenderTargetResolutionMultiplier;
const adjustedHeight = renderTargetHeight * godrayRenderTargetResolutionMultiplier;
postprocessing.rtTextureGodRays1 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight );
postprocessing.rtTextureGodRays2 = new THREE.WebGLRenderTarget( adjustedWidth, adjustedHeight );
// god-ray shaders
const godraysMaskShader = GodRaysDepthMaskShader;
postprocessing.godrayMaskUniforms = THREE.UniformsUtils.clone( godraysMaskShader.uniforms );
postprocessing.materialGodraysDepthMask = new THREE.ShaderMaterial( {
uniforms: postprocessing.godrayMaskUniforms,
vertexShader: godraysMaskShader.vertexShader,
fragmentShader: godraysMaskShader.fragmentShader
} );
const godraysGenShader = GodRaysGenerateShader;
postprocessing.godrayGenUniforms = THREE.UniformsUtils.clone( godraysGenShader.uniforms );
postprocessing.materialGodraysGenerate = new THREE.ShaderMaterial( {
uniforms: postprocessing.godrayGenUniforms,
vertexShader: godraysGenShader.vertexShader,
fragmentShader: godraysGenShader.fragmentShader
} );
const godraysCombineShader = GodRaysCombineShader;
postprocessing.godrayCombineUniforms = THREE.UniformsUtils.clone( godraysCombineShader.uniforms );
postprocessing.materialGodraysCombine = new THREE.ShaderMaterial( {
uniforms: postprocessing.godrayCombineUniforms,
vertexShader: godraysCombineShader.vertexShader,
fragmentShader: godraysCombineShader.fragmentShader
} );
const 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.PlaneGeometry( 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() {
const time = Date.now() / 4000;
sphereMesh.position.x = orbitRadius * Math.cos( time );
sphereMesh.position.z = orbitRadius * Math.sin( time ) - 100;
if ( postprocessing.enabled ) {
clipPosition.x = sunPosition.x;
clipPosition.y = sunPosition.y;
clipPosition.z = sunPosition.z;
clipPosition.w = 1;
clipPosition.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
// perspective divide (produce NDC space)
clipPosition.x /= clipPosition.w;
clipPosition.y /= clipPosition.w;
screenSpacePosition.x = ( clipPosition.x + 1 ) / 2; // transform from [-1,1] to [0,1]
screenSpacePosition.y = ( clipPosition.y + 1 ) / 2; // transform from [-1,1] to [0,1]
screenSpacePosition.z = clipPosition.z; // needs to stay in clip space for visibilty checks
// Give it to the god-ray and sun shaders
postprocessing.godrayGenUniforms[ 'vSunPositionScreenSpace' ].value.copy( screenSpacePosition );
postprocessing.godraysFakeSunUniforms[ 'vSunPositionScreenSpace' ].value.copy( screenSpacePosition );
// -- 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.
const sunsqH = 0.74 * window.innerHeight; // 0.74 depends on extent of sun from shader
const 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])
const filterLen = 1.0;
// Samples taken by filter
const 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>