webgl_shading_physical.html 22.3 KB
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<!doctype html>
<html lang="en">
	<head>
		<title>three.js webgl - physically based shading</title>
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		<div id="info">
			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl physically based shading testbed
		</div>

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		<script src="js/Stats.js"></script>
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		<script src="js/Tween.js"></script>
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		<script>

			var MARGIN = 0;

			var SCREEN_WIDTH = window.innerWidth;
			var SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;

			var FAR = 10000;

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			var DAY = 0;

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			var container, stats;

			var camera, scene, renderer;

			var mesh, geometry;

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			var sunLight, pointLight, ambientLight;
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			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 45, SCREEN_WIDTH / SCREEN_HEIGHT, 2, FAR );
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				camera.position.set( 500, 400, 1200 );
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				controls = new THREE.TrackballControls( camera );
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				controls.target.set( 0, 120, 0 );
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				controls.rotateSpeed = 1.0;
				controls.zoomSpeed = 1.2;
				controls.panSpeed = 0.8;

				controls.noZoom = false;
				controls.noPan = false;

				controls.staticMoving = true;
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				controls.dynamicDampingFactor = 0.15;
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				controls.keys = [ 65, 83, 68 ];

				// CUBE CAMERA

				cubeCamera = new THREE.CubeCamera( 1, FAR, 0, 128 );
				var cubeTarget = cubeCamera.renderTarget;


				scene = new THREE.Scene();

				scene.fog = new THREE.Fog( 0x00aaff, 1000, FAR );
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				if ( DAY )
					scene.fog.color.setHSV( 0.13, 0.25, 0.99 );
				else
					scene.fog.color.setHSV( 0.13, 0.25, 0.1 );

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				// TEXTURES

				var x = document.createElement( "canvas" );
				var xc = x.getContext("2d");
				x.width = x.height = 128;
				xc.fillStyle = "#fff";
				xc.fillRect(0, 0, 128, 128);
				xc.fillStyle = "#000";
				xc.fillRect(0, 0, 64, 64);
				xc.fillStyle = "#999";
				xc.fillRect(32, 32, 32, 32);
				xc.fillStyle = "#000";
				xc.fillRect(64, 64, 64, 64);
				xc.fillStyle = "#555";
				xc.fillRect(96, 96, 32, 32);

				var texturePattern = new THREE.Texture( x, new THREE.UVMapping(), THREE.RepeatWrapping, THREE.RepeatWrapping );
				texturePattern.needsUpdate = true;
				texturePattern.repeat.set( 1000, 1000 );

				var textureSquares = THREE.ImageUtils.loadTexture( "textures/patterns/bright_squares256.png" );
				textureSquares.wrapS = textureSquares.wrapT = THREE.RepeatWrapping;
				textureSquares.magFilter = THREE.NearestFilter;
				textureSquares.repeat.set( 50, 50 );

				var textureNoiseColor = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
				textureNoiseColor.repeat.set( 1, 1 );
				textureNoiseColor.wrapS = textureNoiseColor.wrapT = THREE.RepeatWrapping;

				var textureLava = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
				textureLava.repeat.set( 6, 2 );
				textureLava.wrapS = textureLava.wrapT = THREE.RepeatWrapping;

				//

				var path = "textures/cube/SwedishRoyalCastle/";
				var format = '.jpg';
				var urls = [
						path + 'px' + format, path + 'nx' + format,
						path + 'py' + format, path + 'ny' + format,
						path + 'pz' + format, path + 'nz' + format
					];

				var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );

				// GROUND

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				var groundMaterial = new THREE.MeshPhongMaterial( { shininess: 80, ambient: 0x444444, color: 0xffffff, specular: 0xffffff, map: textureSquares } );
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				//groundMaterial.color.setHSV( 0.1, 0.1, 0.99 );

				var planeGeometry = new THREE.PlaneGeometry( 100, 100 );

				var ground = new THREE.Mesh( planeGeometry, groundMaterial );
				ground.position.set( 0, 0, 0 );
				ground.rotation.x = -Math.PI/2;
				ground.scale.set( 1000, 1000, 1000 );

				ground.receiveShadow = true;

				scene.add( ground );

				// MATERIALS

				var shader = THREE.ShaderUtils.lib[ "cube" ];
				shader.uniforms[ "tCube" ].texture = cubeTarget;
				shader.uniforms[ "tFlip" ].value = 1;

				var materialCube = new THREE.ShaderMaterial( {

					fragmentShader: shader.fragmentShader,
					vertexShader: shader.vertexShader,
					uniforms: shader.uniforms

				} );

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				var materialLambert = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, map: textureNoiseColor } );
				var materialPhong = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, map: textureLava } );
				var materialPhongCube = new THREE.MeshPhongMaterial( { shininess: 50, ambient: 0x444444, color: 0xffffff, specular: 0x999999, envMap: cubeTarget } );
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				// OBJECTS

				var sphereGeometry = new THREE.SphereGeometry( 100, 64, 32 );
				var torusGeometry = new THREE.TorusGeometry( 240, 60, 32, 64 );
				var cubeGeometry = new THREE.CubeGeometry( 150, 150, 150 );

				addObject( torusGeometry, materialPhong, 0, 100, 0, 0 );
				addObject( cubeGeometry, materialLambert, 350, 75, 300, 0 );
				mesh = addObject( sphereGeometry, materialPhongCube, 350, 100, -350, 0 );

				function addObjectColor( geometry, color, x, y, z, ry ) {

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					var material = new THREE.MeshPhongMaterial( { color: 0xffffff, ambient: 0x444444 } );
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					return addObject( geometry, material, x, y, z, ry );

				}

				function addObject( geometry, material, x, y, z, ry ) {

					var tmpMesh = new THREE.Mesh( geometry, material );

					THREE.ColorUtils.adjustHSV( tmpMesh.materials[ 0 ].color, 0.1, -0.1, 0 );

					tmpMesh.position.set( x, y, z );

					tmpMesh.rotation.y = ry;

					tmpMesh.castShadow = true;
					tmpMesh.receiveShadow = true;

					scene.add( tmpMesh );

					return tmpMesh;

				}

				var bigCube = new THREE.CubeGeometry( 50, 500, 50 );
				var midCube = new THREE.CubeGeometry( 50, 200, 50 );
				var smallCube = new THREE.CubeGeometry( 100, 100, 100 );

				addObjectColor( bigCube,   0xff0000, -500, 250, 0, 0 );
				addObjectColor( smallCube, 0xff0000, -500, 50, -150, 0 );

				addObjectColor( midCube,   0x00ff00, 500, 100, 0, 0 );
				addObjectColor( smallCube, 0x00ff00, 500, 50, -150, 0 );

				addObjectColor( midCube,   0x0000ff, 0, 100, -500, 0 );
				addObjectColor( smallCube, 0x0000ff, -150, 50, -500, 0 );

				addObjectColor( midCube,   0xff00ff, 0, 100, 500, 0 );
				addObjectColor( smallCube, 0xff00ff, -150, 50, 500, 0 );

				addObjectColor( new THREE.CubeGeometry( 500, 10, 10 ), 0xffff00, 0, 600, 0, Math.PI/4 );
				addObjectColor( new THREE.CubeGeometry( 250, 10, 10 ), 0xffff00, 0, 600, 0, 0 );

				addObjectColor( new THREE.SphereGeometry( 100, 32, 26 ), 0xffffff, -300, 100, 300, 0 );

				// LIGHTS

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				var sunIntensity = 0.3,
					pointIntensity = 1,
					pointColor = 0xffaa00;

				if ( DAY ) {

					sunIntensity = 1;
					pointIntensity = 0.5;
					pointColor = 0xffffff;
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				}

				ambientLight = new THREE.AmbientLight( 0xffffff );
				ambientLight.color.setHSV( 0.1, 0.9, 0.25 );
				scene.add( ambientLight );

				pointLight = new THREE.PointLight( 0xffaa00, pointIntensity, 5000 );
				pointLight.position.set( 0, 0, 0 );
				scene.add( pointLight );
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				sunLight = new THREE.SpotLight( 0xffffff, sunIntensity );
				sunLight.position.set( 1000, 2000, 1000 );
				sunLight.castShadow = true;
				scene.add( sunLight );
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				// RENDERER

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				renderer = new THREE.WebGLRenderer( { clearColor: 0x00aaff, clearAlpha: 1, antialias: false } );
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				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );

				if ( scene.fog )
				renderer.setClearColor( scene.fog.color, 1 );

				renderer.domElement.style.position = "absolute";
				renderer.domElement.style.top = MARGIN + "px";
				renderer.domElement.style.left = "0px";

				container.appendChild( renderer.domElement );


				//

				renderer.shadowMapEnabled = true;
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				renderer.shadowMapDarkness = 0.5 * sunIntensity;
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				renderer.shadowMapBias = 0.00390125;

				//

				renderer.gammaInput = true;
				renderer.gammaOutput = true;
				renderer.physicallyBasedShading = true;


				// STATS

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				stats.domElement.style.zIndex = 100;

				stats.domElement.children[ 0 ].children[ 0 ].style.color = "#222";
				stats.domElement.children[ 0 ].style.background = "transparent";
				stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";

				container.appendChild( stats.domElement );

				// EVENTS

				window.addEventListener( 'resize', onWindowResize, false );
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				document.addEventListener( 'keydown', onKeyDown, false );
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				// COMPOSER

				renderer.autoClear = false;

				renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBufer: false };
				renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );

				effectFXAA = new THREE.ShaderPass( THREE.ShaderExtras[ "fxaa" ] );
				var effectVignette = new THREE.ShaderPass( THREE.ShaderExtras[ "vignette" ] );

				hblur = new THREE.ShaderPass( THREE.ShaderExtras[ "horizontalTiltShift" ] );
				vblur = new THREE.ShaderPass( THREE.ShaderExtras[ "verticalTiltShift" ] );

				var bluriness = 4;

				hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
				vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;

				hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;

				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );

				composer = new THREE.EffectComposer( renderer, renderTarget );

				var renderModel = new THREE.RenderPass( scene, camera );

				effectVignette.renderToScreen = true;
				vblur.renderToScreen = true;

				composer = new THREE.EffectComposer( renderer, renderTarget );

				composer.addPass( renderModel );

				composer.addPass( effectFXAA );

				composer.addPass( hblur );
				composer.addPass( vblur );

				//composer.addPass( effectVignette );

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				// TWEEN

				parameters = { control: 0 };

				direction = -1;

				tweenDay = new TWEEN.Tween( parameters ).to( { control: 100 }, 1000 ).easing( TWEEN.Easing.Exponential.EaseOut );
				tweenNight = new TWEEN.Tween( parameters ).to( { control: 0 }, 1000 ).easing( TWEEN.Easing.Exponential.EaseOut );

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			}

			//


			function onWindowResize( event ) {

				SCREEN_WIDTH = window.innerWidth;
				SCREEN_HEIGHT = window.innerHeight - 2 * MARGIN;

				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );

				camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
				camera.updateProjectionMatrix();

				renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );

				composer.reset( renderTarget );

				hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
				vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;

				effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );

			}

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			//

			function onKeyDown ( event ) {

				switch( event.keyCode ) {

					case 78: /*N*/   if ( direction == 1 ) {

										tweenDay.stop();
										tweenNight.start();

										direction = -1;

									} else {

										tweenNight.stop();
										tweenDay.start();

										direction = 1;

									}
					break;

				}

			};

			//

			function map_linear( x, sa, sb, ea, eb ) {

				return ( x  - sa ) * ( eb - ea ) / ( sb - sa ) + ea;

			};


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			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

568
				TWEEN.update();
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				controls.update();

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				scene.fog.color.setHSV( 0.13, 0.25, map_linear( parameters.control, 0, 100, 0.1, 0.99 ) );
				renderer.setClearColor( scene.fog.color, 1 );

				sunLight.intensity = map_linear( parameters.control, 0, 100, 0.3, 1 );
				pointLight.intensity = map_linear( parameters.control, 0, 100, 1, 0.5 );

				pointLight.color.setHSV( 0.1, map_linear( parameters.control, 0, 100, 0.99, 0 ), 0.9 );

				renderer.shadowMapDarkness = 0.5 * sunLight.intensity;

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				mesh.visible = false;

				renderer.autoClear = true;
				cubeCamera.updatePosition( mesh.position );
				cubeCamera.updateCubeMap( renderer, scene );
				renderer.autoClear = false;

				mesh.visible = true;

				//renderer.render( scene, camera );
				//renderer.clearTarget( null, 1, 1, 1 );
				composer.render( 0.1 );

			}

		</script>

	</body>
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