webgl_tonemapping.html 5.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - tone mapping</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> - Tone Mapping<br />
  12. Venice Mask by
  13. <a href="https://sketchfab.com/D.art" target="_blank" rel="noopener">DailyArt</a> is licensed under <a href="https://creativecommons.org/licenses/by-nc/4.0/" target="_blank" rel="noopener">CC Attribution-NonCommercial</a><br />
  14. <a href="https://hdrihaven.com/hdri/?h=venice_sunset" target="_blank" rel="noopener">Venice Sunset</a> from <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
  15. </div>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  27. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  28. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  29. import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
  30. import { HDRLoader } from 'three/addons/loaders/HDRLoader.js';
  31. let renderer, scene, camera, controls;
  32. let gui, guiExposure = null;
  33. const params = {
  34. exposure: 1.0,
  35. toneMapping: 'Neutral',
  36. blurriness: 0.3,
  37. intensity: 1.0,
  38. };
  39. const toneMappingOptions = {
  40. None: THREE.NoToneMapping,
  41. Linear: THREE.LinearToneMapping,
  42. Reinhard: THREE.ReinhardToneMapping,
  43. Cineon: THREE.CineonToneMapping,
  44. ACESFilmic: THREE.ACESFilmicToneMapping,
  45. AgX: THREE.AgXToneMapping,
  46. Neutral: THREE.NeutralToneMapping,
  47. Custom: THREE.CustomToneMapping
  48. };
  49. init().catch( function ( err ) {
  50. console.error( err );
  51. } );
  52. async function init() {
  53. renderer = new THREE.WebGLRenderer( { antialias: true } );
  54. renderer.setPixelRatio( window.devicePixelRatio );
  55. renderer.setSize( window.innerWidth, window.innerHeight );
  56. renderer.setAnimationLoop( animate );
  57. document.body.appendChild( renderer.domElement );
  58. renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
  59. renderer.toneMappingExposure = params.exposure;
  60. // Set CustomToneMapping to Uncharted2
  61. // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  62. THREE.ShaderChunk.tonemapping_pars_fragment = THREE.ShaderChunk.tonemapping_pars_fragment.replace(
  63. 'vec3 CustomToneMapping( vec3 color ) { return color; }',
  64. `#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )
  65. float toneMappingWhitePoint = 1.0;
  66. vec3 CustomToneMapping( vec3 color ) {
  67. color *= toneMappingExposure;
  68. return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
  69. }`
  70. );
  71. scene = new THREE.Scene();
  72. scene.backgroundBlurriness = params.blurriness;
  73. const light = new THREE.DirectionalLight( 0xfff3ee, 3 ); // simulate sun
  74. light.position.set( 1, 0.05, 0.7 );
  75. scene.add( light );
  76. // scene.add( new THREE.DirectionalLightHelper( light, 1, 0x000000 ) );
  77. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 10 );
  78. camera.position.set( - 0.02, 0.03, 0.05 );
  79. controls = new OrbitControls( camera, renderer.domElement );
  80. controls.enablePan = false;
  81. controls.enableDamping = true;
  82. controls.minDistance = 0.03;
  83. controls.maxDistance = 0.2;
  84. controls.target.set( 0, 0.03, 0 );
  85. controls.update();
  86. const hdrLoader = new HDRLoader()
  87. .setPath( 'textures/equirectangular/' );
  88. const dracoLoader = new DRACOLoader();
  89. dracoLoader.setDecoderPath( 'jsm/libs/draco/gltf/' );
  90. const gltfLoader = new GLTFLoader();
  91. gltfLoader.setDRACOLoader( dracoLoader );
  92. gltfLoader.setPath( 'models/gltf/' );
  93. const [ texture, gltf ] = await Promise.all( [
  94. hdrLoader.loadAsync( 'venice_sunset_1k.hdr' ),
  95. gltfLoader.loadAsync( 'venice_mask.glb' ),
  96. ] );
  97. // environment
  98. texture.mapping = THREE.EquirectangularReflectionMapping;
  99. scene.background = texture;
  100. scene.environment = texture;
  101. // model
  102. scene.add( gltf.scene );
  103. window.addEventListener( 'resize', onWindowResize );
  104. //
  105. gui = new GUI();
  106. const toneMappingFolder = gui.addFolder( 'Tone Mapping' );
  107. toneMappingFolder.add( params, 'toneMapping', Object.keys( toneMappingOptions ) )
  108. .name( 'type' )
  109. .onChange( function () {
  110. updateGUI();
  111. renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
  112. } );
  113. guiExposure = toneMappingFolder.add( params, 'exposure', 0, 2 )
  114. .onChange( function ( value ) {
  115. renderer.toneMappingExposure = value;
  116. } );
  117. const backgroundFolder = gui.addFolder( 'Background' );
  118. backgroundFolder.add( params, 'blurriness', 0, 1 )
  119. .onChange( function ( value ) {
  120. scene.backgroundBlurriness = value;
  121. } );
  122. backgroundFolder.add( params, 'intensity', 0, 1 )
  123. .onChange( function ( value ) {
  124. scene.backgroundIntensity = value;
  125. } );
  126. updateGUI();
  127. gui.open();
  128. }
  129. function updateGUI() {
  130. if ( params.toneMapping === 'None' ) {
  131. guiExposure.hide();
  132. } else {
  133. guiExposure.show();
  134. }
  135. }
  136. function onWindowResize() {
  137. camera.aspect = window.innerWidth / window.innerHeight;
  138. camera.updateProjectionMatrix();
  139. renderer.setSize( window.innerWidth, window.innerHeight );
  140. }
  141. function animate() {
  142. controls.update();
  143. renderer.render( scene, camera );
  144. }
  145. </script>
  146. </body>
  147. </html>
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