webgl_postprocessing_godrays.html 5.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - godrays</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl god-rays example - <a href="https://github.com/Ameobea/three-good-godrays" target="_blank" rel="noopener">three-good-godrays extension</a>
  12. </div>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three/addons/": "./jsm/",
  18. "postprocessing": "https://unpkg.com/postprocessing@6.38.2/build/index.js",
  19. "goodrays": "https://unpkg.com/three-good-godrays@0.8.1/build/three-good-godrays.esm.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import Stats from 'three/addons/libs/stats.module.js';
  26. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  27. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  28. import { EffectComposer, RenderPass } from 'postprocessing';
  29. import { GodraysPass } from 'goodrays';
  30. let camera, scene, renderer, composer;
  31. let controls, stats;
  32. init();
  33. async function init() {
  34. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 );
  35. camera.position.set( - 175, 50, 0 );
  36. scene = new THREE.Scene();
  37. scene.background = new THREE.Color( 0x000000 );
  38. // asset
  39. const loader = new GLTFLoader();
  40. const gltf = await loader.loadAsync( 'models/gltf/godrays_demo.glb' );
  41. scene.add( gltf.scene );
  42. const pillars = gltf.scene.getObjectByName( 'concrete' );
  43. pillars.material = new THREE.MeshStandardMaterial( {
  44. color: 0x333333,
  45. } );
  46. const base = gltf.scene.getObjectByName( 'base' );
  47. base.material = new THREE.MeshStandardMaterial( {
  48. color: 0x333333,
  49. side: THREE.DoubleSide,
  50. } );
  51. setupBackdrop();
  52. // lights
  53. const lightPos = new THREE.Vector3( 0, 50, 0 );
  54. const lightSphereMaterial = new THREE.MeshBasicMaterial( {
  55. color: 0xffffff,
  56. } );
  57. const lightSphere = new THREE.Mesh( new THREE.SphereGeometry( 0.5, 16, 16 ), lightSphereMaterial );
  58. lightSphere.position.copy( lightPos );
  59. scene.add( lightSphere );
  60. scene.add( new THREE.AmbientLight( 0xcccccc, 0.4 ) );
  61. const pointLight = new THREE.PointLight( 0xf6287d, 10000 );
  62. pointLight.castShadow = true;
  63. pointLight.shadow.bias = - 0.001;
  64. pointLight.shadow.mapSize.width = 1024;
  65. pointLight.shadow.mapSize.height = 1024;
  66. pointLight.position.copy( lightPos );
  67. scene.add( pointLight );
  68. // shadow setup
  69. scene.traverse( obj => {
  70. if ( obj.isMesh === true ) {
  71. obj.castShadow = true;
  72. obj.receiveShadow = true;
  73. }
  74. } );
  75. lightSphere.castShadow = false;
  76. lightSphere.receiveShadow = false;
  77. //
  78. renderer = new THREE.WebGLRenderer();
  79. renderer.setPixelRatio( window.devicePixelRatio );
  80. renderer.setSize( window.innerWidth, window.innerHeight );
  81. renderer.setAnimationLoop( animate );
  82. renderer.shadowMap.enabled = true;
  83. document.body.appendChild( renderer.domElement );
  84. //
  85. composer = new EffectComposer( renderer, { frameBufferType: THREE.HalfFloatType } );
  86. const renderPass = new RenderPass( scene, camera );
  87. composer.addPass( renderPass );
  88. const params = {
  89. density: 1 / 128,
  90. maxDensity: 0.5,
  91. edgeStrength: 2,
  92. edgeRadius: 2,
  93. distanceAttenuation: 2,
  94. color: new THREE.Color( 0xf6287d ),
  95. raymarchSteps: 60,
  96. blur: true,
  97. gammaCorrection: true,
  98. };
  99. const godraysPass = new GodraysPass( pointLight, camera, params );
  100. godraysPass.renderToScreen = true;
  101. composer.addPass( godraysPass );
  102. //
  103. controls = new OrbitControls( camera, renderer.domElement );
  104. controls.target.set( 0, 0.5, 0 );
  105. controls.enableDamping = true;
  106. controls.maxDistance = 200;
  107. controls.update();
  108. //
  109. stats = new Stats();
  110. document.body.appendChild( stats.dom );
  111. //
  112. window.addEventListener( 'resize', onWindowResize );
  113. }
  114. //
  115. function onWindowResize() {
  116. camera.aspect = window.innerWidth / window.innerHeight;
  117. camera.updateProjectionMatrix();
  118. renderer.setSize( window.innerWidth, window.innerHeight );
  119. }
  120. function setupBackdrop() {
  121. const backdropDistance = 200;
  122. // Add backdrop walls `backdropDistance` units away from the origin
  123. const backdropGeometry = new THREE.PlaneGeometry( 400, 200 );
  124. const backdropMaterial = new THREE.MeshBasicMaterial( {
  125. color: 0x200808,
  126. side: THREE.DoubleSide,
  127. } );
  128. const backdropLeft = new THREE.Mesh( backdropGeometry, backdropMaterial );
  129. backdropLeft.position.set( - backdropDistance, 100, 0 );
  130. backdropLeft.rotateY( Math.PI / 2 );
  131. scene.add( backdropLeft );
  132. const backdropRight = new THREE.Mesh( backdropGeometry, backdropMaterial );
  133. backdropRight.position.set( backdropDistance, 100, 0 );
  134. backdropRight.rotateY( Math.PI / 2 );
  135. scene.add( backdropRight );
  136. const backdropFront = new THREE.Mesh( backdropGeometry, backdropMaterial );
  137. backdropFront.position.set( 0, 100, - backdropDistance );
  138. scene.add( backdropFront );
  139. const backdropBack = new THREE.Mesh( backdropGeometry, backdropMaterial );
  140. backdropBack.position.set( 0, 100, backdropDistance );
  141. scene.add( backdropBack );
  142. const backdropTop = new THREE.Mesh( backdropGeometry, backdropMaterial );
  143. backdropTop.position.set( 0, 200, 0 );
  144. backdropTop.rotateX( Math.PI / 2 );
  145. backdropTop.scale.set( 3, 6, 1 );
  146. scene.add( backdropTop );
  147. }
  148. function animate() {
  149. controls.update();
  150. stats.begin();
  151. composer.render();
  152. //renderer.render( scene, camera );
  153. stats.end();
  154. }
  155. </script>
  156. </body>
  157. </html>
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