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- <!doctype html>
- <html>
- <head>
- <meta charset="utf-8" />
- <title>redPlant WebGL Deferred Rendering with Three.js</title>
- <style>
- body {
- background-color: #000;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- position: absolute;
- top: 0px; width: 100%;
- color: #ffffff;
- padding: 5px;
- font-family: Monospace;
- font-size: 13px;
- text-align: center;
- }
- a {
- color: #ff0080;
- text-decoration: none;
- }
- a:hover {
- color: #0080ff;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - deferred point lights WebGL demo by <a href="http://de.redplant.de" target=_blank>redPlant</a>.<br />
- Walt Disney head by <a href="http://davidoreilly.com/post/18087489343/disneyhead" target="_blank">David OReilly</a><br>
- Point Light attenuation formula by <a href="http://imdoingitwrong.wordpress.com/tag/glsl/" target=_blank>Tom Madams</a>
- </div>
- <div id="container">
- </div>
- </body>
- <script src="js/three/three.js"></script>
- <script src="js/three/Stats.js"></script>
- <script src="js/scripts/requestAnimationFrame.js"></script>
- <script src="js/scripts/ShaderExtras.js"></script>
- <script src="js/postprocessing/EffectComposer.js"></script>
- <script src="js/postprocessing/RenderPass.js"></script>
- <script src="js/postprocessing/ShaderPass.js"></script>
- <script src="js/postprocessing/MaskPass.js"></script>
- <script>
- var WIDTH = window.innerWidth;
- HEIGHT = window.innerHeight;
- var NEAR = 1.0, FAR = 250.0;
- var VIEW_ANGLE = 45;
- var ASPECT = WIDTH / HEIGHT;
- // core
- var renderer, camera, controls, stats, clock;
- // scenes and scene nodes
- var lightScene, lightNode, scene, sceneNode, emitterScene, emitterNode, quadScene, quadNode;
- // rendertargets
- var rtNormals, rtDepth, rtLightBuffer, rtEmitter;
- // composer
- var compNormals, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
- // materials
- var matNormal, matClipDepth, matBasic, matUnlit;
- var numLights = 0;
- var lights = new Array();
- // -----------------------
- // shader definitions
- // -----------------------
- var clipdepth_frag = ""+
- "varying vec4 clipPos;"+
- "void main() {"+
- "gl_FragColor = vec4(clipPos.z / clipPos.w, 1.0, 1.0, 1.0);"+
- "}";
- var clipdepth_vert = "" +
- "varying vec4 clipPos;"+
- "void main() {"+
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );"+
- "clipPos = gl_Position;"+
- "}";
- // -----------------------
- var normals_vert = "" +
- "varying vec3 normalView;"+
- "void main() {"+
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );"+
- "normalView = normalize(normalMatrix * normal);"+
- "}";
- var normals_frag = "" +
- "varying vec3 normalView;"+
- "void main() {"+
- "gl_FragColor = vec4(vec3(normalView * 0.5 + 0.5), 1.0);"+
- "}";
- // -----------------------
- var unlit_vert = "" +
- "varying vec4 clipPos;"+
- "void main() {"+
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );"+
- "clipPos = gl_Position;"+
- "}";
- var unlit_frag = "" +
- "varying vec4 clipPos;"+
- "uniform sampler2D samplerDepth;"+
- "uniform float viewHeight;"+
- "uniform float viewWidth;"+
- "uniform vec3 lightColor;" +
- "void main() {"+
- "vec2 texCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);"+
- "float z = texture2D(samplerDepth, texCoord).x;"+
- "vec4 color = vec4(lightColor, 1.0);"+
- "float depth = (clipPos.z/clipPos.w);"+
- "if(depth > z && z > 0.0) color.w = 0.0;"+
- "gl_FragColor = color;"+
- "}";
- // -----------------------
- var deferredlight_vert = "" +
- "varying vec3 lightView;" +
- "uniform vec3 lightPos;" +
- "uniform mat4 matView;" +
- "void main()" +
- "{" +
- "gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.),lightView=vec3(matView*vec4(lightPos,1.));" +
- "}"
- var deferredlight_frag = "" +
- "varying vec3 lightView;"+
- "uniform sampler2D samplerDepth;"+
- "uniform sampler2D samplerNormals;"+
- "uniform sampler2D samplerLightBuffer;"+
- "uniform float lightRadius;"+
- "uniform float lightIntensity;"+
- "uniform float viewHeight;"+
- "uniform float viewWidth;"+
- "uniform vec3 lightColor;"+
- "uniform mat4 matProjInverse;"+
- "void main()"+
- "{"+
- "vec2 texCoord = gl_FragCoord.xy / vec2(viewWidth, viewHeight);"+
- "float z = texture2D(samplerDepth, texCoord).x;"+
- "if(z == 0.0)"+
- "{"+
- "gl_FragColor = vec4(vec3(0.0), 1.0);"+
- "return;"+
- "}"+
- "float x = texCoord.x * 2.0 - 1.0;"+
- "float y = texCoord.y * 2.0 - 1.0;"+
- "vec4 projectedPos = vec4(x, y, z, 1.0);"+
- "vec4 viewPos = matProjInverse * projectedPos;"+
- "viewPos.xyz /= viewPos.w;"+
- "viewPos.w = 1.0;"+
- "vec3 lightDir = lightView - viewPos.xyz;"+
- "float dist = length(lightDir);"+
- "float cutoff = 0.3;"+
- "float denom = dist/lightRadius + 1.0;"+
- "float attenuation = 1.0 / (denom*denom);"+
- "attenuation = (attenuation - cutoff) / (1.0 - cutoff);"+
- "attenuation = max(attenuation, 0.0);"+
- "vec3 normal = texture2D( samplerNormals, texCoord).xyz * 2.0 - 1.0;" +
- "float diffuse = max(dot(normal, normalize(lightDir)), 0.0);" +
- "vec4 color = vec4(0.0);"+
- "color.xyz = lightColor * lightIntensity;"+
- "color.w = attenuation;"+
- "gl_FragColor = color * diffuse;"+
- "}";
- var composite_vert = "" +
- "varying vec2 texCoord;"+
- "void main() {"+
- "vec4 pos = vec4(sign(position.xy),0.0,1.0);"+
- "texCoord=pos.xy*vec2(0.5,0.5)+0.5;"+
- "gl_Position = pos;"+
- "}";
- var composite_frag = "" +
- "varying vec2 texCoord;"+
- "uniform sampler2D samplerLightBuffer;" +
- "uniform sampler2D samplerEmitter;" +
- "uniform vec3 lightPos;" +
- "void main()" +
- "{" +
- "vec3 color = texture2D(samplerLightBuffer, texCoord).xyz;" +
- "vec3 emitter = texture2D(samplerEmitter, texCoord).xyz;"+
- "if(emitter != vec3(0.0)){"+
- "gl_FragColor = vec4(emitter, 1.0);" +
- "}"+
- "else{"+
- "gl_FragColor = vec4(color, 1.0);}" +
- "}"
- // -----------------------
- var normalShader = {
- uniforms: {},
- vertexShader: normals_vert,
- fragmentShader: normals_frag
- };
- // -----------------------
- var clipDepthShader = {
- uniforms: {},
- vertexShader: clipdepth_vert,
- fragmentShader: clipdepth_frag
- };
- // -----------------------
- var unlitShader = {
- uniforms: {
- samplerDepth: { type: "t", value: 0, texture: null },
- viewWidth: { type: "f", value: WIDTH},
- viewHeight: { type: "f", value: HEIGHT},
- lightColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 )}
- },
- vertexShader: unlit_vert,
- fragmentShader: unlit_frag
- };
- // -----------------------
- var lightShader = {
- uniforms: {
- samplerLightBuffer: { type: "t", value: 0, texture: null },
- samplerNormals: { type: "t", value: 1, texture: null },
- samplerDepth: { type: "t", value: 2, texture: null },
- matView : { type: "m4", value: new THREE.Matrix4()},
- matProjInverse : { type: "m4", value: new THREE.Matrix4()},
- viewWidth: { type: "f", value: WIDTH},
- viewHeight: { type: "f", value: HEIGHT},
- lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 )},
- lightColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 )},
- lightIntensity: { type: "f", value: 1.0},
- lightRadius: { type: "f", value: 1.0}
- },
- vertexShader: deferredlight_vert,
- fragmentShader: deferredlight_frag
- };
- // -----------------------
- var compositeShader = {
- uniforms: {
- samplerLightBuffer: { type: "t", value: 0, texture: null },
- samplerEmitter: { type: "t", value: 1, texture: null }
- },
- vertexShader: composite_vert,
- fragmentShader: composite_frag
- };
- // -----------------------------
- function bootstrap()
- {
- renderer = new THREE.WebGLRenderer();
- renderer.setSize(WIDTH, HEIGHT);
- renderer.setClearColorHex(0x000000);
- var container = document.getElementById( 'container' );
- container.appendChild(renderer.domElement);
- // scene camera and shadow camera
- camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
- camera.position.z = 150;
- controls = new THREE.TrackballControls( camera, renderer.domElement );
- // scene for walt's head model
- scene = new THREE.Scene();
- sceneNode = new THREE.Object3D();
- scene.add(sceneNode);
- scene.add(camera);
- // scene for light proxy geometry
- lightScene = new THREE.Scene();
- lightNode = new THREE.Object3D();
- lightScene.add(lightNode);
- // scene for the coloured emitter spheres
- emitterScene = new THREE.Scene();
- emitterNode = new THREE.Object3D();
- emitterScene.add(emitterNode);
- // full screen quad for compositing
- quadScene = new THREE.Scene();
- quadNode = new THREE.Object3D();
- quadScene.add(quadNode);
- quadNode.add(new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 )));
- // stats
- stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '8px';
- stats.domElement.style.zIndex = 100;
- container.appendChild( stats.domElement );
- // clock
- clock = new THREE.Clock();
- }
- // -----------------------------
- function createRenderTargets(){
- var rtParams = {minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter,
- format: THREE.RGBAFormat, type:THREE.FloatType};
- // ----------------------------------------------------------
- // g-buffer
- // ----------------------------------------------------------
- rtNormals = new THREE.WebGLRenderTarget( WIDTH, HEIGHT, rtParams );
- rtDepth = new THREE.WebGLRenderTarget( WIDTH, HEIGHT, rtParams );
- var passNormals = new THREE.RenderPass( scene, camera);
- compNormals = new THREE.EffectComposer( renderer, rtNormals );
- compNormals.addPass(passNormals );
- var passDepth = new THREE.RenderPass( scene, camera);
- compDepth = new THREE.EffectComposer( renderer, rtDepth );
- compDepth.addPass( passDepth );
- // ----------------------------------------------------------
- // light emitter spheres
- // ----------------------------------------------------------
- var emitterPass = new THREE.RenderPass( emitterScene, camera);
- rtEmitter = new THREE.WebGLRenderTarget( WIDTH, HEIGHT, rtParams );
- compEmitter = new THREE.EffectComposer( renderer, rtEmitter);
- compEmitter.addPass( emitterPass );
- // ----------------------------------------------------------
- // lighting pass
- // ----------------------------------------------------------
- rtLightBuffer = new THREE.WebGLRenderTarget( WIDTH, HEIGHT, rtParams );
- rtLightBuffer.generateMipmaps = false;
- var passLight = new THREE.RenderPass( lightScene, camera);
- compLightBuffer = new THREE.EffectComposer( renderer, rtLightBuffer );
- compLightBuffer.addPass(passLight);
- lightShader.uniforms['samplerNormals'].texture = compNormals.renderTarget2;
- lightShader.uniforms['samplerDepth'].texture = compDepth.renderTarget2;
- lightShader.uniforms['samplerLightBuffer'].texture = rtLightBuffer;
- for(var x = 0; x < numLights; x++){
- // setup material
- var matLight = new THREE.ShaderMaterial({
- uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
- vertexShader: lightShader.vertexShader,
- fragmentShader: lightShader.fragmentShader
- });
- matLight.blending = THREE.AdditiveBlending;
- matLight.transparent = true;
- matLight.depthWrite = false;
- matLight.uniforms["lightPos"].value = lights[x].position;
- matLight.uniforms["lightRadius"].value = lights[x].distance;
- matLight.uniforms["lightIntensity"].value = lights[x].intensity;
- matLight.uniforms["lightColor"].value = lights[x].color;
- // setup proxy geometry for this light
- var geomLight = new THREE.SphereGeometry(lights[x].distance, 10, 10);
- var meshLight = new THREE.Mesh(geomLight, matLight);
- lightNode.add(meshLight);
- // create emitter sphere
- var geomEmitter = new THREE.SphereGeometry(0.7, 7, 7);
- var matEmitter = new THREE.ShaderMaterial({
- uniforms: THREE.UniformsUtils.clone( unlitShader.uniforms ),
- vertexShader: unlitShader.vertexShader,
- fragmentShader: unlitShader.fragmentShader
- });
- var meshEmitter = new THREE.Mesh(geomEmitter, matEmitter);
- meshEmitter.position = lights[x].position;
- emitterNode.add(meshEmitter);
- // add emitter to light node
- meshLight.emitter = meshEmitter;
- }
- // ----------------------------------------------------------
- // composite
- // ----------------------------------------------------------
- compositeShader.uniforms['samplerLightBuffer'].texture = compLightBuffer.renderTarget2;
- compositeShader.uniforms['samplerEmitter'].texture = compEmitter.renderTarget2;
- compositePass = new THREE.ShaderPass( compositeShader );
- compositePass.needsSwap = true;
- compositePass.renderToScreen = true;
- compFinal = new THREE.EffectComposer( renderer, quadScene );
- compFinal.addPass( compositePass );
- }
- // -----------------------------
- function initScene(geometry){
- geometry.computeVertexNormals();
- var meshHead = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial());
- meshHead.position.y = -35;
- sceneNode.add(meshHead);
- }
- // -----------------------------
- function initMaterials(){
- //
- matNormal = new THREE.ShaderMaterial({
- uniforms: normalShader.uniforms,
- vertexShader: normalShader.vertexShader,
- fragmentShader: normalShader.fragmentShader
- });
- matClipDepth = new THREE.ShaderMaterial({
- uniforms: clipDepthShader.uniforms,
- vertexShader: clipDepthShader.vertexShader,
- fragmentShader: clipDepthShader.fragmentShader
- });
- }
- // -----------------------------
- function initLights(){
- var tmp = new THREE.PointLight();
- tmp.color = new THREE.Vector3( 0.0, 0.0, 1.0);
- tmp.intensity = 1.0;
- tmp.distance = 50;
- lights[0] = tmp;
- var tmp = new THREE.PointLight();
- tmp.color = new THREE.Vector3( 0.0, 1.0, 0.0);
- tmp.intensity = 1.0;
- tmp.distance = 50;
- lights[1] = tmp;
- var tmp = new THREE.PointLight();
- tmp.color = new THREE.Vector3( 1.0, 0.0, 0.0);
- tmp.intensity = 1.0;
- tmp.distance = 50;
- lights[2] = tmp;
- var tmp = new THREE.PointLight();
- tmp.color = new THREE.Vector3( 0.0, 1.0, 1.0);
- tmp.intensity = 1.0;
- tmp.distance = 50;
- lights[3] = tmp;
- numLights = 4;
- }
- // -----------------------------
- function animate()
- {
- requestAnimFrame(animate);
- controls.update();
- stats.update();
- render();
- }
- // -----------------------------
- function render()
- {
- // -----------------------------
- // g-buffer depth
- for(var idx in sceneNode.children)
- {
- var tmp = sceneNode.children[idx];
- tmp.material = matClipDepth;
- }
- compDepth.render();
- // -----------------------------
- // g-buffer normals
- for(var idx in sceneNode.children)
- {
- var tmp = sceneNode.children[idx];
- tmp.material = matNormal;
- }
- compNormals.render();
- // -----------------------------
- // emitter pass
- for(var idx in lightNode.children)
- {
- var light = lightNode.children[idx];
- var color = light.material.uniforms["lightColor"].value;
- var emitter = light.emitter;
- emitter.material.uniforms['samplerDepth'].texture = compDepth.renderTarget2;
- emitter.material.uniforms["lightColor"].value = color;
- }
- compEmitter.render();
- // -----------------------------
- // light pass
- for(var idx in lightNode.children)
- {
- camera.projectionMatrixInverse.getInverse(camera.projectionMatrix);
- lightNode.children[idx].material.uniforms["matProjInverse"].value = camera.projectionMatrixInverse;
- lightNode.children[idx].material.uniforms["matView"].value = camera.matrixWorldInverse;
- }
- var time = Date.now() * 0.0005;
- // update lights
- var lightPosition = lightNode.children[0].material.uniforms["lightPos"].value;
- lightPosition.x = Math.sin( time * 0.7 ) * 30;
- lightPosition.y = Math.cos( time * 0.5 ) * 40;
- lightPosition.z = Math.cos( time * 0.3 ) * 30;
- lightNode.children[0].emitter.position = lightPosition;
- lightPosition = lightNode.children[1].material.uniforms["lightPos"].value;
- lightPosition.x = Math.sin( time * 0.5 ) * 30;
- lightPosition.y = Math.cos( time * 0.5 ) * 40;
- lightPosition.z = Math.cos( time * 0.7 ) * 30;
- lightNode.children[1].emitter.position = lightPosition;
- lightPosition = lightNode.children[2].material.uniforms["lightPos"].value;
- lightPosition.x = Math.sin( time * 0.7 ) * 30;
- lightPosition.y = Math.cos( time * 0.3 ) * 40;
- lightPosition.z = Math.cos( time * 0.5 ) * 30;
- lightNode.children[2].emitter.position = lightPosition;
- lightPosition = lightNode.children[3].material.uniforms["lightPos"].value;
- lightPosition.x = Math.sin( time * 0.3 ) * 30;
- lightPosition.y = Math.cos( time * 0.7 ) * 40;
- lightPosition.z = Math.cos( time * 0.5 ) * 30;
- lightNode.children[3].emitter.position = lightPosition;
- compLightBuffer.render();
- // -----------------------------
- // composite pass
- compFinal.render();
- }
- // -----------------------------
- // entry point
- var binLoader = new THREE.BinaryLoader();
- binLoader.load( "assets/models/waltdisney.js", function(geometry) {
- bootstrap();
- initScene(geometry);
- initMaterials();
- initLights();
- createRenderTargets();
- animate();
- });
- </script>
- </html>
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