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webgl_shaders_tonemapping.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - adaptive 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">
<style>
body {
background:#000;
color:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
h1 { }
a { color:skyblue; text-decoration:none }
canvas { pointer-events:none; z-index:0; position:relative; }
.label { background-color: black; position: absolute; z-index: 100; padding: 5px }
</style>
</head>
<body>
<div id="d">
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl demo :
Earth diffuse and city lights by <a href="http://seanward.org" target="_blank" rel="noopener">Sean Ward</a> :
</div>
<div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
<div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
<div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
<div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
<div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
<div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
</div>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/LuminosityShader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/shaders/ToneMapShader.js"></script>
<script src="js/shaders/GammaCorrectionShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container;
var bloomPass, adaptToneMappingPass, ldrToneMappingPass, hdrToneMappingPass;
var params;
var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
var cameraCube, sceneCube;
var cameraBG, debugScene;
var adaptiveLuminanceMat, currentLuminanceRT, currentLuminanceMat, previousLuminanceMat;
var directionalLight;
var orbitControls;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var windowThirdX = window.innerWidth / 3;
var windowThirdY = window.innerHeight / 3;
init();
animate();
function init() {
params = {
bloomAmount: 1.0,
sunLight: 4.0,
enabled: true,
avgLuminance: 0.7,
middleGrey: 0.04,
maxLuminance: 16,
adaptionRate: 2.0
};
container = document.createElement( 'div' );
document.body.appendChild( container );
// CAMERAS
camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
camera.position.x = 700;
camera.position.y = 400;
camera.position.z = 800;
cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
cameraBG.position.z = 100;
orbitControls = new THREE.OrbitControls( camera, container );
orbitControls.autoRotate = true;
orbitControls.autoRotateSpeed = 1;
// SCENE
scene = new THREE.Scene();
sceneCube = new THREE.Scene();
debugScene = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight( 0x050505 );
scene.add( ambient );
directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
directionalLight.position.set( 2, 0, 10 ).normalize();
scene.add( directionalLight );
var atmoShader = {
side: THREE.BackSide,
// blending: THREE.AdditiveBlending,
transparent: true,
lights: true,
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "lights" ]
] ),
vertexShader: [
"varying vec3 vViewPosition;",
"varying vec3 vNormal;",
"void main() {",
THREE.ShaderChunk[ "beginnormal_vertex" ],
THREE.ShaderChunk[ "defaultnormal_vertex" ],
" vNormal = normalize( transformedNormal );",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vViewPosition = -mvPosition.xyz;",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n"),
fragmentShader: [
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "bsdfs" ],
THREE.ShaderChunk[ "lights_pars_begin" ],
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
"void main() {",
"vec3 normal = normalize( -vNormal );",
"vec3 viewPosition = normalize( vViewPosition );",
"#if NUM_DIR_LIGHTS > 0",
"vec3 dirDiffuse = vec3( 0.0 );",
"for( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {",
"vec4 lDirection = viewMatrix * vec4( directionalLights[i].direction, 0.0 );",
"vec3 dirVector = normalize( lDirection.xyz );",
"float dotProduct = dot( viewPosition, dirVector );",
"dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
"dotProduct *= dotProduct;",
"dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLights[i].color;",
"}",
"#endif",
//Fade out atmosphere at edge
"float viewDot = abs(dot( normal, viewPosition ));",
"viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
"vec3 color = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
"gl_FragColor = vec4( color, viewDot );",
"}"
].join("\n")
};
var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
var earthMat = new THREE.MeshPhongMaterial( {
color: 0xffffff,
shininess: 200
} );
var textureLoader = new THREE.TextureLoader();
var earthDiffuse = textureLoader.load( 'textures/planets/earth_atmos_4096.jpg', function( tex ) {
earthMat.map = tex;
earthMat.needsUpdate = true;
} );
var earthSpecular = textureLoader.load( 'textures/planets/earth_specular_2048.jpg', function( tex ) {
earthMat.specularMap = tex;
earthMat.needsUpdate = true;
} );
// var earthNormal = textureLoader.load( 'textures/planets/earth-new-normal-2048.jpg', function( tex ) {
// earthMat.normalMap = tex;
// earthMat.needsUpdate = true;
// } );
var earthLightsMat = new THREE.MeshBasicMaterial( {
color: 0xffffff,
blending: THREE.AdditiveBlending,
transparent: true,
depthTest: false
} );
var earthLights = textureLoader.load( 'textures/planets/earth_lights_2048.png', function( tex ) {
earthLightsMat.map = tex;
earthLightsMat.needsUpdate = true;
} );
var earthCloudsMat = new THREE.MeshLambertMaterial( {
color: 0xffffff,
blending: THREE.NormalBlending,
transparent: true,
depthTest: false
} );
var earthClouds = textureLoader.load( 'textures/planets/earth_clouds_2048.png', function( tex ) {
earthCloudsMat.map = tex;
earthCloudsMat.needsUpdate = true;
} );
var earthGeo = new THREE.SphereBufferGeometry( 600, 24, 24 );
var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
scene.add( sphereMesh );
var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
scene.add( sphereLightsMesh );
var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
scene.add( sphereCloudsMesh );
var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
scene.add( sphereAtmoMesh );
var vBGShader = [
// "attribute vec2 uv;",
"varying vec2 vUv;",
"void main() {",
"vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n");
var pBGShader = [
"uniform sampler2D map;",
"varying vec2 vUv;",
"void main() {",
"vec2 sampleUV = vUv;",
"vec4 color = texture2D( map, sampleUV, 0.0 );",
"gl_FragColor = vec4( color.xyz, 1.0 );",
"}"
].join("\n");
// Skybox
adaptiveLuminanceMat = new THREE.ShaderMaterial( {
uniforms: {
map: { value: null }
},
vertexShader: vBGShader,
fragmentShader: pBGShader,
depthTest: false,
// color: 0xffffff
blending: THREE.NoBlending
} );
currentLuminanceMat = new THREE.ShaderMaterial( {
uniforms: {
map: { value: null }
},
vertexShader: vBGShader,
fragmentShader: pBGShader,
depthTest: false
// color: 0xffffff
// blending: THREE.NoBlending
} );
var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
quadBG.position.z = -500;
quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
debugScene.add( quadBG );
quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
quadBG.position.z = -500;
quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
debugScene.add( quadBG );
var r = "textures/cube/MilkyWay/";
var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
var textureCube = new THREE.CubeTextureLoader().load( urls );
textureCube.format = THREE.RGBFormat;
sceneCube.background = textureCube;
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
renderer.gammaInput = true;
renderer.gammaOutput = false;
container.appendChild( renderer.domElement );
// var width = window.innerWidth || 1;
var height = window.innerHeight || 1;
var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
if ( renderer.extensions.get('OES_texture_half_float_linear') ) {
parameters.type = THREE.FloatType;
}
var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
var debugPass = new THREE.RenderPass( debugScene, cameraBG );
debugPass.clear = false;
var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
scenePass.clear = false;
adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
adaptToneMappingPass.needsSwap = true;
ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
bloomPass = new THREE.BloomPass();
var gammaCorrectionPass = new THREE.ShaderPass( THREE.GammaCorrectionShader );
gammaCorrectionPass.renderToScreen = true;
dynamicHdrEffectComposer.addPass( skyboxPass );
dynamicHdrEffectComposer.addPass( scenePass );
dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
// dynamicHdrEffectComposer.addPass( debugPass );
dynamicHdrEffectComposer.addPass( bloomPass );
dynamicHdrEffectComposer.addPass( gammaCorrectionPass );
hdrEffectComposer.addPass( skyboxPass );
hdrEffectComposer.addPass( scenePass );
hdrEffectComposer.addPass( hdrToneMappingPass );
hdrEffectComposer.addPass( bloomPass );
hdrEffectComposer.addPass( gammaCorrectionPass );
ldrEffectComposer.addPass( skyboxPass );
ldrEffectComposer.addPass( scenePass );
ldrEffectComposer.addPass( ldrToneMappingPass );
ldrEffectComposer.addPass( bloomPass );
ldrEffectComposer.addPass( gammaCorrectionPass );
// var gammaPass = new THREE.ShaderPass( GammaShader );
// gammaPass.renderToScreen = true;
// ldrEffectComposer.addPass( gammaPass );
var gui = new dat.GUI();
// dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
var sceneGui = gui.addFolder( 'Scenes' );
var toneMappingGui = gui.addFolder( 'ToneMapping' );
var staticToneMappingGui = gui.addFolder( 'StaticOnly' );
var adaptiveToneMappingGui = gui.addFolder( 'AdaptiveOnly' );
sceneGui.add( params, 'bloomAmount', 0.0, 10.0 );
sceneGui.add( params, 'sunLight', 0.1, 12.0 );
toneMappingGui.add( params, 'enabled' );
toneMappingGui.add( params, 'middleGrey', 0, 12 );
toneMappingGui.add( params, 'maxLuminance', 1, 30 );
staticToneMappingGui.add( params, 'avgLuminance', 0.001, 2.0 );
adaptiveToneMappingGui.add( params, 'adaptionRate', 0.0, 10.0 );
gui.open();
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
windowThirdX = window.innerWidth / 3;
windowThirdY = window.innerHeight / 3;
camera.aspect = windowThirdX / window.innerHeight;
camera.updateProjectionMatrix();
cameraCube.aspect = windowThirdX / window.innerHeight;
cameraCube.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
if ( bloomPass ) {
bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
}
if ( adaptToneMappingPass ) {
adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
adaptToneMappingPass.enabled = params.enabled;
adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
adaptToneMappingPass.setMiddleGrey( params.middleGrey );
hdrToneMappingPass.enabled = params.enabled;
hdrToneMappingPass.setMaxLuminance( params.maxLuminance );
hdrToneMappingPass.setMiddleGrey( params.middleGrey );
if ( hdrToneMappingPass.setAverageLuminance ) {
hdrToneMappingPass.setAverageLuminance( params.avgLuminance );
}
ldrToneMappingPass.enabled = params.enabled;
ldrToneMappingPass.setMaxLuminance( params.maxLuminance );
ldrToneMappingPass.setMiddleGrey( params.middleGrey );
if ( ldrToneMappingPass.setAverageLuminance ) {
ldrToneMappingPass.setAverageLuminance( params.avgLuminance );
}
}
directionalLight.intensity = params.sunLight;
orbitControls.update();
render();
}
function render() {
camera.lookAt( scene.position );
cameraCube.rotation.copy( camera.rotation );
renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
ldrEffectComposer.render( 0.017 );
renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
hdrEffectComposer.render( 0.017 );
renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
dynamicHdrEffectComposer.render( 0.017 );
}
</script>
</body>
</html>