未验证 提交 325d8190 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #11582 from wizgrav/dev

Use Scene.onBeforeRender() and onAfterRender() in WebGLRenderer for tiled forward lighting and VR post proc
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - tiled forward lighting</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<style>
body {
font-family: Monospace;
background-color: #101010;
color: #fff;
margin: 0px;
overflow: hidden;
}
a {
color: #f00;
}
#info {
position: absolute;
left: 0;
top: 0px; width: 100%;
padding: 5px;
display: inline-block;
text-align:center;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">threejs</a> - Tiled forward lighting<br/>
Created by <a href="https://github.com/wizgrav" target="_blank" rel="noopener">wizgrav</a>.
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.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/shaders/CopyShader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/shaders/LuminosityHighPassShader.js"></script>
<script src="js/postprocessing/UnrealBloomPass.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
// Simple form of tiled forward lighting
// using texels as bitmasks of 32 lights
var RADIUS = 75;
THREE.ShaderChunk["lights_pars"] += [
"#if defined TILED_FORWARD",
"uniform vec4 tileData;",
"uniform sampler2D tileTexture;",
"uniform sampler2D lightTexture;",
"#endif"
].join("\n");
THREE.ShaderChunk["lights_template"] += [
"",
"#if defined TILED_FORWARD",
"vec2 tUv = floor(gl_FragCoord.xy / tileData.xy * 32.) / 32. + tileData.zw;",
"vec4 tile = texture2D(tileTexture, tUv);",
"for (int i=0; i < 4; i++) {",
" float tileVal = tile.x * 255.;",
" tile.xyzw = tile.yzwx;",
" if(tileVal == 0.){ continue; }",
" float tileDiv = 128.;",
" for (int j=0; j < 8; j++) {",
" if (tileVal < tileDiv) { tileDiv *= 0.5; continue; }",
" tileVal -= tileDiv;",
" tileDiv *= 0.5;",
" PointLight pointlight;",
" float uvx = (float(8 * i + j) + 0.5) / 32.;",
" vec4 lightData = texture2D(lightTexture, vec2(uvx, 0.));",
" vec4 lightColor = texture2D(lightTexture, vec2(uvx, 1.));",
" pointlight.position = lightData.xyz;",
" pointlight.distance = lightData.w;",
" pointlight.color = lightColor.rgb;",
" pointlight.decay = lightColor.a;",
" getPointDirectLightIrradiance( pointlight, geometry, directLight );",
" RE_Direct( directLight, geometry, material, reflectedLight );",
" }",
"}",
"#endif"
].join("\n");
var lights = [], objects = [];
var State = {
rows:0,
cols:0,
width: 0,
height: 0,
tileData : { type: "v4", value: null },
tileTexture: { type: "t", value: null },
lightTexture: {
type: "t",
value: new THREE.DataTexture(new Float32Array(32 * 2 * 4), 32, 2, THREE.RGBAFormat, THREE.FloatType)
},
};
function resizeTiles() {
var width = window.innerWidth;
var height = window.innerHeight;
State.width = width;
State.height = height;
State.cols = Math.ceil(width / 32);
State.rows = Math.ceil(height / 32);
State.tileData.value = [ width, height, 0.5 / Math.ceil( width / 32), 0.5 / Math.ceil( height / 32) ];
State.tileTexture.value = new THREE.DataTexture( new Uint8Array(State.cols * State.rows * 4), State.cols, State.rows);
}
// Generate the light bitmasks and store them in the tile texture
function tileLights(renderer, scene, camera) {
if(!camera.projectionMatrix) return;
var d = State.tileTexture.value.image.data;
var ld = State.lightTexture.value.image.data;
var viewMatrix = camera.matrixWorldInverse;
d.fill(0);
var vector = new THREE.Vector3();
lights.forEach(function (light, index) {
vector.setFromMatrixPosition( light.matrixWorld );
var bs = lightBounds(camera, vector, light._light.radius);
vector.applyMatrix4( viewMatrix );
vector.toArray(ld, 4 * index);
ld[4 * index + 3] = light._light.radius;
light._light.color.toArray(ld,32 * 4 + 4 * index);
ld[32 * 4 + 4 * index + 3] = light._light.decay;
if(bs[1] < 0 || bs[0] > State.width || bs[3] < 0 || bs[2] > State.height) return;
if(bs[0] < 0) bs[0] = 0;
if(bs[1] > State.width) bs[1] = State.width;
if(bs[2] < 0) bs[2] = 0;
if(bs[3] > State.height) bs[3] = State.height;
var i4 = Math.floor(index / 8), i8 = 7 - (index % 8);
for (var i = Math.floor(bs[2] / 32); i <= Math.ceil(bs[3]/32); i++) {
for(var j = Math.floor(bs[0]/32); j <= Math.ceil(bs[1]/32); j++) {
d[(State.cols * i + j) * 4 + i4] |= 1 << i8;
}
}
});
State.tileTexture.value.needsUpdate = true;
State.lightTexture.value.needsUpdate = true;
}
// Screen rectangle bounds from light sphere's world AABB
var lightBounds = function (){
v = new THREE.Vector3();
return function (camera, pos, r) {
var minX = State.width, maxX = 0, minY = State.height, maxY = 0, hw = State.width / 2, hh = State.height / 2;
for(var i = 0; i < 8; i++){
v.copy(pos);
v.x += i & 1 ? r : -r;
v.y += i & 2 ? r : -r;
v.z += i & 4 ? r : -r;
var vector = v.project(camera);
var x = (vector.x * hw) + hw;
var y = (vector.y * hh) + hh;
minX = Math.min(minX, x);
maxX = Math.max(maxX, x);
minY = Math.min(minY, y);
maxY = Math.max(maxY, y);
}
return [minX, maxX, minY, maxY];
}
}();
// Rendering
var container = document.createElement( 'div' );
document.body.appendChild( container );
var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0.0, 0.0, 240.0 );
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0x111111 );
var renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.toneMapping = THREE.LinearToneMapping;
container.appendChild( renderer.domElement );
var renderTarget = new THREE.WebGLRenderTarget();
scene.add( new THREE.AmbientLight( 0xffffff, 0.33 ) );
// At least one regular Pointlight is needed to activate light support
scene.add(new THREE.PointLight( 0xff0000, 0.1, 0.1 ));
var bloom = new THREE.UnrealBloomPass( new THREE.Vector2(), 0.8, 0.6, 0.8 );
bloom.renderToScreen = true;
var stats = new Stats();
container.appendChild( stats.dom );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.minDistance = 120;
controls.maxDistance = 320;
var materials = [];
var Heads = [
{ type: "physical", uniforms: { diffuse: 0x888888, metalness: 1.0, roughness: 0.66}, defines: {} },
{ type: "standard", uniforms: { diffuse: 0x666666, metalness: 0.1, roughness: 0.33}, defines: {} },
{ type: "phong", uniforms: { diffuse: 0x777777, shininess: 20}, defines: {} },
{ type: "phong", uniforms: { diffuse: 0x555555, shininess: 10}, defines: { TOON: 1} }
];
function init (geom) {
var sphereGeom = new THREE.SphereBufferGeometry( 0.5, 32, 32 );
var tIndex = Math.round(Math.random() * 3);
Object.keys(Heads).forEach(function(t, index) {
var g = new THREE.Group();
var conf = Heads[t];
var ml = THREE.ShaderLib[conf.type];
var mtl = new THREE.ShaderMaterial({
lights: true,
fragmentShader: ml.fragmentShader,
vertexShader: ml.vertexShader,
uniforms: THREE.UniformsUtils.clone(ml.uniforms),
defines: conf.defines,
transparent: tIndex === index ? true : false,
});
mtl.uniforms.opacity.value = tIndex === index ? 0.9 : 1;
mtl.uniforms.tileData = State.tileData;
mtl.uniforms.tileTexture = State.tileTexture;
mtl.uniforms.lightTexture = State.lightTexture;
for( var u in conf.uniforms ) {
var vu = conf.uniforms[u];
if(mtl.uniforms[u].value.set) {
mtl.uniforms[u].value.set(vu);
} else {
mtl.uniforms[u].value = vu;
}
}
mtl.defines["TILED_FORWARD"] = 1;
materials.push(mtl);
var obj = new THREE.Mesh(geom, mtl);
mtl.side = tIndex === index ? THREE.FrontSide : THREE.DoubleSide;
g.rotation.y = index * Math.PI / 2;
g.position.x = Math.sin(index * Math.PI / 2) * RADIUS;
g.position.z = Math.cos(index * Math.PI / 2) * RADIUS;
g.add(obj);
for(var i=0; i < 8; i++) {
var sat = Math.floor(33 + 33 * Math.random());
var chroma = Math.random() * 100;
var l = new THREE.Group();
l.add(new THREE.Mesh(
sphereGeom,
new THREE.MeshBasicMaterial( { color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)") } )
));
l.add(new THREE.Mesh(
sphereGeom,
new THREE.MeshBasicMaterial( {
color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)"),
transparent: true,
opacity: 0.033
} )
));
l.children[1].scale.set(6.66,6.66,6.66);
l._light = {
color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)"),
radius: RADIUS,
decay: 1,
sy: Math.random(),
sr: Math.random(),
sc: Math.random() ,
py: Math.random() * Math.PI ,
pr: Math.random() * Math.PI ,
pc: Math.random() * Math.PI ,
dir: Math.random() > 0.5 ? 1:-1
};
lights.push(l);
g.add(l);
}
scene.add(g);
});
}
function update(now) {
lights.forEach(function (l) {
var ld = l._light;
var radius = 0.8 + 0.2 * Math.sin(ld.pr + (0.6 + 0.3 * ld.sr) * now);
l.position.x =(Math.sin(ld.pc + (0.8 + 0.2 * ld.sc) * now * ld.dir)) * radius * RADIUS;
l.position.z =(Math.cos(ld.pc + (0.8 + 0.2 * ld.sc) * now * ld.dir)) * radius * RADIUS;
l.position.y = Math.sin(ld.py + (0.8 + 0.2 * ld.sy) * now) * radius * 32;
});
}
function resize() {
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderTarget.setSize( window.innerWidth, window.innerHeight );
bloom.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
resizeTiles();
}
function postEffect(renderer, camera, scene, renderTarget) {
bloom.render(renderer, null, renderTarget);
}
scene.onBeforeRender = tileLights;
scene.onAfterRender = postEffect;
var loader = new THREE.JSONLoader();
loader.load('./obj/walt/WaltHead_slim.js', function(geometry) {
window.addEventListener("resize", resize);
init(geometry);
resize();
renderer.animate( function(time) {
update(time/1000);
stats.begin();
renderer.render(scene, camera, renderTarget);
stats.end();
});
});
</script>
</body>
</html>
\ No newline at end of file
......@@ -1107,6 +1107,8 @@ function WebGLRenderer( parameters ) {
}
scene.onBeforeRender( _this, scene, camera, renderTarget );
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
_frustum.setFromMatrix( _projScreenMatrix );
......@@ -1205,6 +1207,8 @@ function WebGLRenderer( parameters ) {
state.setPolygonOffset( false );
scene.onAfterRender( _this, scene, camera, renderTarget );
if ( vr.enabled ) {
vr.submitFrame();
......
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