webgl_lights_deferred_pointlights.html 18 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - deferred rendering</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. <style>
  8. body {
  9. background-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 20px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family: Monospace;
  19. font-size: 13px;
  20. text-align: center;
  21. }
  22. a {
  23. color: #ff0080;
  24. text-decoration: none;
  25. }
  26. a:hover {
  27. color: #0080ff;
  28. }
  29. #stats { position: absolute; top:10px; left: 5px }
  30. #stats #fps { background: transparent !important }
  31. #stats #fps #fpsText { color: #aaa !important }
  32. #stats #fps #fpsGraph { display: none }
  33. </style>
  34. </head>
  35. <body>
  36. <div id="info">
  37. <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> -
  38. <a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head -
  39. light attenuation formula by <a href="http://imdoingitwrong.wordpress.com/tag/glsl/" target=_blank>Tom Madams</a>
  40. </div>
  41. <div id="container"></div>
  42. <script src="../build/three.min.js"></script>
  43. <script src="js/Detector.js"></script>
  44. <script src="js/libs/stats.min.js"></script>
  45. <script src="js/ShaderDeferred.js"></script>
  46. <script src="js/DeferredHelper.js"></script>
  47. <script src="js/shaders/CopyShader.js"></script>
  48. <script src="js/shaders/FXAAShader.js"></script>
  49. <script src="js/shaders/ColorCorrectionShader.js"></script>
  50. <script src="js/postprocessing/EffectComposer.js"></script>
  51. <script src="js/postprocessing/RenderPass.js"></script>
  52. <script src="js/postprocessing/ShaderPass.js"></script>
  53. <script src="js/postprocessing/MaskPass.js"></script>
  54. <script src="js/controls/TrackballControls.js"></script>
  55. <!--
  56. <script src="js/loaders/UTF8Loader.js"></script>
  57. <script src="js/loaders/MTLLoader.js"></script>
  58. -->
  59. <script>
  60. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  61. var SCALE = 0.75;
  62. var MARGIN = 100;
  63. var WIDTH = window.innerWidth;
  64. var HEIGHT = window.innerHeight - 2 * MARGIN;
  65. var SCALED_WIDTH = Math.floor( SCALE * WIDTH );
  66. var SCALED_HEIGHT = Math.floor( SCALE * HEIGHT );
  67. var NEAR = 1.0, FAR = 350.0;
  68. var VIEW_ANGLE = 45;
  69. var ASPECT = WIDTH / HEIGHT;
  70. var mouseX = 0;
  71. var mouseY = 0;
  72. var targetX = 0, targetY = 0;
  73. var angle = 0;
  74. var target = new THREE.Vector3( 0, 0, 0 );
  75. var windowHalfX = window.innerWidth / 2;
  76. var windowHalfY = window.innerHeight / 2;
  77. // core
  78. var renderer, camera, controls, stats, clock;
  79. // scenes and scene nodes
  80. var lightScene, lightNode, scene, sceneNode, emitterScene, emitterNode, quadScene, quadNode;
  81. // rendertargets
  82. var rtColor, rtNormals, rtDepth, rtLight, rtEmitter, rtFinal;
  83. // composer
  84. var compColor, compNormals, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
  85. var effectFXAA;
  86. // lights
  87. var numLights = 50;
  88. var lights = new Array();
  89. // -----------------------------
  90. function bootstrap() {
  91. renderer = new THREE.WebGLRenderer( { alpha: false } );
  92. renderer.setSize( WIDTH, HEIGHT );
  93. renderer.setClearColorHex( 0x000000, 1 );
  94. renderer.domElement.style.position = "absolute";
  95. renderer.domElement.style.top = MARGIN + "px";
  96. renderer.domElement.style.left = "0px";
  97. var container = document.getElementById( 'container' );
  98. container.appendChild( renderer.domElement );
  99. // scene camera
  100. camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
  101. camera.position.z = 150;
  102. controls = new THREE.TrackballControls( camera, renderer.domElement );
  103. // scene for walt's head model
  104. scene = new THREE.Scene();
  105. sceneNode = new THREE.Object3D();
  106. scene.add( sceneNode );
  107. scene.add( camera );
  108. // scene for light proxy geometry
  109. lightScene = new THREE.Scene();
  110. lightNode = new THREE.Object3D();
  111. lightScene.add( lightNode );
  112. // scene for the coloured emitter spheres
  113. emitterScene = new THREE.Scene();
  114. emitterNode = new THREE.Object3D();
  115. emitterScene.add( emitterNode );
  116. // full screen quad for compositing
  117. quadScene = new THREE.Scene();
  118. quadNode = new THREE.Object3D();
  119. quadScene.add( quadNode );
  120. quadNode.add( new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ) ) );
  121. // stats
  122. stats = new Stats();
  123. stats.domElement.style.position = 'absolute';
  124. stats.domElement.style.top = '8px';
  125. stats.domElement.style.zIndex = 100;
  126. container.appendChild( stats.domElement );
  127. // clock
  128. clock = new THREE.Clock();
  129. // deferred helper
  130. deferredHelper = new THREE.DeferredHelper( { width: SCALED_WIDTH, height: SCALED_HEIGHT } );
  131. }
  132. // -----------------------------
  133. function createRenderTargets() {
  134. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  135. format: THREE.RGBAFormat, type: THREE.FloatType };
  136. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  137. format: THREE.RGBAFormat, type: THREE.FloatType };
  138. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  139. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  140. // ----------------------------------------------------------
  141. // g-buffer
  142. // ----------------------------------------------------------
  143. rtNormals = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsFloatLinear );
  144. rtDepth = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsFloatLinear );
  145. rtColor = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsFloatNearest );
  146. rtLight = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsFloatLinear );
  147. rtEmitter = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsUByte );
  148. rtFinal = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsUByte );
  149. rtNormals.generateMipmaps = false;
  150. rtDepth.generateMipmaps = false;
  151. rtColor.generateMipmaps = false;
  152. rtLight.generateMipmaps = false;
  153. rtEmitter.generateMipmaps = false;
  154. rtFinal.generateMipmaps = false;
  155. var passNormals = new THREE.RenderPass( scene, camera );
  156. compNormals = new THREE.EffectComposer( renderer, rtNormals );
  157. compNormals.addPass( passNormals );
  158. var passDepth = new THREE.RenderPass( scene, camera );
  159. compDepth = new THREE.EffectComposer( renderer, rtDepth );
  160. compDepth.addPass( passDepth );
  161. var passColor = new THREE.RenderPass( scene, camera );
  162. compColor = new THREE.EffectComposer( renderer, rtColor );
  163. compColor.addPass( passColor );
  164. // ----------------------------------------------------------
  165. // light emitter spheres
  166. // ----------------------------------------------------------
  167. var emitterPass = new THREE.RenderPass( emitterScene, camera );
  168. compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
  169. compEmitter.addPass( emitterPass );
  170. // ----------------------------------------------------------
  171. // lighting pass
  172. // ----------------------------------------------------------
  173. var passLight = new THREE.RenderPass( lightScene, camera );
  174. compLightBuffer = new THREE.EffectComposer( renderer, rtLight );
  175. compLightBuffer.addPass( passLight );
  176. deferredHelper.lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  177. deferredHelper.lightShader.uniforms[ 'samplerNormals' ].value = compNormals.renderTarget2;
  178. deferredHelper.lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  179. deferredHelper.lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLight;
  180. var geomEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );
  181. for ( var x = 0; x < numLights; x ++ ) {
  182. var light = lights[ x ];
  183. // setup material
  184. var matLight = new THREE.ShaderMaterial( {
  185. uniforms: THREE.UniformsUtils.clone( deferredHelper.lightShader.uniforms ),
  186. vertexShader: deferredHelper.lightShader.vertexShader,
  187. fragmentShader: deferredHelper.lightShader.fragmentShader,
  188. defines: { "ADDITIVE_SPECULAR": false },
  189. blending: THREE.AdditiveBlending,
  190. depthWrite: false,
  191. transparent: true
  192. } );
  193. matLight.uniforms[ "lightPos" ].value = light.position;
  194. matLight.uniforms[ "lightRadius" ].value = light.distance;
  195. matLight.uniforms[ "lightIntensity" ].value = light.intensity;
  196. matLight.uniforms[ "lightColor" ].value = light.color;
  197. // setup proxy geometry for this light
  198. var geomLight = new THREE.SphereGeometry( light.distance, 16, 8 );
  199. var meshLight = new THREE.Mesh( geomLight, matLight );
  200. lightNode.add( meshLight );
  201. // create emitter sphere
  202. var matEmitter = new THREE.ShaderMaterial( {
  203. uniforms: THREE.UniformsUtils.clone( deferredHelper.unlitShader.uniforms ),
  204. vertexShader: deferredHelper.unlitShader.vertexShader,
  205. fragmentShader: deferredHelper.unlitShader.fragmentShader
  206. } );
  207. var meshEmitter = new THREE.Mesh( geomEmitter, matEmitter );
  208. meshEmitter.position = light.position;
  209. emitterNode.add( meshEmitter );
  210. // add emitter to light node
  211. meshLight.emitter = meshEmitter;
  212. }
  213. // ----------------------------------------------------------
  214. // composite
  215. // ----------------------------------------------------------
  216. deferredHelper.compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
  217. deferredHelper.compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
  218. compositePass = new THREE.ShaderPass( deferredHelper.compositeShader );
  219. compositePass.needsSwap = true;
  220. //compositePass.renderToScreen = true;
  221. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  222. //effectFXAA.uniforms[ 'resolution' ].value.set( 1 / WIDTH, 1 / HEIGHT );
  223. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCALED_WIDTH, 1 / SCALED_HEIGHT );
  224. //effectFXAA.renderToScreen = true;
  225. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  226. effectColor.renderToScreen = true;
  227. effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
  228. effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
  229. compFinal = new THREE.EffectComposer( renderer, rtFinal );
  230. compFinal.addPass( compositePass );
  231. compFinal.addPass( effectFXAA );
  232. compFinal.addPass( effectColor );
  233. }
  234. // -----------------------------
  235. function initScene( object, y, scale ) {
  236. deferredHelper.addDeferredMaterials( object );
  237. object.position.y = y;
  238. object.scale.set( scale, scale, scale );
  239. sceneNode.add( object );
  240. }
  241. // -----------------------------
  242. function initLights() {
  243. var distance = 40;
  244. // front light
  245. var light = new THREE.PointLight();
  246. light.color = new THREE.Vector3( 1, 1, 1 );
  247. light.intensity = 1.5;
  248. light.distance = 1.5 * distance;
  249. lights.push( light );
  250. // random lights
  251. for ( var i = 1; i < numLights; i ++ ) {
  252. var light = new THREE.PointLight();
  253. light.color = new THREE.Vector3( Math.random(), Math.random(), Math.random() ).normalize();
  254. // gamma to linear
  255. light.color.x *= light.color.x;
  256. light.color.y *= light.color.y;
  257. light.color.z *= light.color.z;
  258. light.intensity = 2.0;
  259. light.distance = distance;
  260. lights.push( light );
  261. }
  262. }
  263. // -----------------------------
  264. function onDocumentMouseMove( event ) {
  265. mouseX = ( event.clientX - windowHalfX ) * 1;
  266. mouseY = ( event.clientY - windowHalfY ) * 1;
  267. }
  268. // -----------------------------
  269. function animate() {
  270. var delta = clock.getDelta();
  271. requestAnimationFrame( animate );
  272. //controls.update( delta );
  273. targetX = mouseX * .001;
  274. targetY = mouseY * .001;
  275. angle += 0.05 * ( targetX - angle );
  276. camera.position.x = -Math.sin( angle ) * 150;
  277. camera.position.z = Math.cos( angle ) * 150;
  278. camera.lookAt( target );
  279. stats.update();
  280. render();
  281. }
  282. // -----------------------------
  283. function render() {
  284. // -----------------------------
  285. // g-buffer color
  286. // -----------------------------
  287. sceneNode.traverse( function( node ) {
  288. if ( node.material ) {
  289. node.material = node.properties.colorMaterial;
  290. }
  291. } );
  292. compColor.render();
  293. // -----------------------------
  294. // g-buffer depth
  295. // -----------------------------
  296. sceneNode.traverse( function( node ) {
  297. if ( node.material ) {
  298. node.material = node.properties.depthMaterial;
  299. }
  300. } );
  301. compDepth.render();
  302. // -----------------------------
  303. // g-buffer normals
  304. // -----------------------------
  305. sceneNode.traverse( function( node ) {
  306. if ( node.material ) {
  307. node.material = node.properties.normalMaterial;
  308. }
  309. } );
  310. compNormals.render();
  311. // -----------------------------
  312. // emitter pass
  313. // -----------------------------
  314. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  315. var light = lightNode.children[ i ];
  316. var color = light.material.uniforms[ "lightColor" ].value;
  317. var emitter = light.emitter;
  318. emitter.material.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
  319. emitter.material.uniforms[ "lightColor" ].value = color;
  320. }
  321. compEmitter.render();
  322. // -----------------------------
  323. // light pass
  324. // -----------------------------
  325. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  326. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  327. var uniforms = lightNode.children[ i ].material.uniforms;
  328. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  329. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  330. }
  331. var time = Date.now() * 0.0005;
  332. // update lights
  333. var x, y, z;
  334. for ( var i = 0; i < numLights; i ++ ) {
  335. if ( i > 0 ) {
  336. x = Math.sin( time + i * 1.7 ) * 80;
  337. y = Math.cos( time + i * 1.5 ) * 40;
  338. z = Math.cos( time + i * 1.3 ) * 30;
  339. } else {
  340. x = Math.sin( time * 3 ) * 20;
  341. y = 15;
  342. z = Math.cos( time * 3 ) * 25 + 10;
  343. }
  344. var light = lightNode.children[ i ];
  345. var lightPosition = light.material.uniforms[ "lightPos" ].value;
  346. lightPosition.x = x;
  347. lightPosition.y = y;
  348. lightPosition.z = z;
  349. light.emitter.position = lightPosition;
  350. light.position = lightPosition;
  351. light.frustumCulled = false;
  352. }
  353. compLightBuffer.render();
  354. // -----------------------------
  355. // composite pass
  356. // -----------------------------
  357. compFinal.render( 0.1 );
  358. }
  359. function generateBox() {
  360. var object = new THREE.Object3D();
  361. var mapHeight2 = THREE.ImageUtils.loadTexture( "obj/lightmap/rocks.jpg" );
  362. mapHeight2.repeat.set( 3, 1.5 );
  363. mapHeight2.wrapS = mapHeight2.wrapT = THREE.RepeatWrapping;
  364. mapHeight2.anisotropy = 4;
  365. mapHeight2.format = THREE.RGBFormat;
  366. var mapHeight3 = THREE.ImageUtils.loadTexture( "textures/water.jpg" );
  367. mapHeight3.repeat.set( 16, 8 );
  368. mapHeight3.wrapS = mapHeight3.wrapT = THREE.RepeatWrapping;
  369. mapHeight3.anisotropy = 4;
  370. mapHeight3.format = THREE.RGBFormat;
  371. var geoPlane = new THREE.PlaneGeometry( 40, 20 );
  372. var matPlane = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 50, bumpMap: mapHeight2, bumpScale: 0.5 } );
  373. var matPlane2 = new THREE.MeshPhongMaterial( { color: 0x331919, specular: 0x111111, shininess: 50, bumpMap: mapHeight2, bumpScale: 1 } );
  374. var matPlane3 = new THREE.MeshPhongMaterial( { color: 0x00aaff, specular: 0xffffff, shininess: 200, bumpMap: mapHeight3, bumpScale: 1.2 } );
  375. var matPlane4 = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 50, bumpMap: mapHeight3, bumpScale: 1 } );
  376. // bottom
  377. var mesh = new THREE.Mesh( geoPlane, matPlane3 );
  378. mesh.position.z = -2;
  379. mesh.position.y = -6;
  380. mesh.rotation.x = -Math.PI/2;
  381. object.add( mesh );
  382. // top
  383. var mesh = new THREE.Mesh( geoPlane, matPlane4 );
  384. mesh.position.z = -2;
  385. mesh.position.y = 6;
  386. mesh.rotation.x = Math.PI/2;
  387. object.add( mesh );
  388. // back
  389. var mesh = new THREE.Mesh( geoPlane, matPlane );
  390. mesh.position.z = -4;
  391. mesh.position.y = 0;
  392. object.add( mesh );
  393. // right
  394. var mesh = new THREE.Mesh( geoPlane, matPlane );
  395. mesh.position.z = 0;
  396. mesh.position.y = 0;
  397. mesh.position.x = 13;
  398. mesh.rotation.y = -Math.PI/2;
  399. //object.add( mesh );
  400. // left
  401. var mesh = new THREE.Mesh( geoPlane, matPlane );
  402. mesh.position.z = 0;
  403. mesh.position.y = 0;
  404. mesh.position.x = -13;
  405. mesh.rotation.y = Math.PI/2;
  406. //object.add( mesh );
  407. return object;
  408. }
  409. // -----------------------------
  410. // entry point
  411. // -----------------------------
  412. bootstrap();
  413. initLights();
  414. createRenderTargets();
  415. /*
  416. var loader = new THREE.UTF8Loader();
  417. loader.load( "models/utf8/ben_dds.js", function ( object ) {
  418. initScene( object, -75, 150 );
  419. animate();
  420. }, { normalizeRGB: true } );
  421. */
  422. /*
  423. loader.load( "models/utf8/WaltHi.js", function ( object ) {
  424. initScene( object, -35, 1 );
  425. animate();
  426. }, { normalizeRGB: true } );
  427. */
  428. var loader = new THREE.JSONLoader();
  429. loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry, materials ) {
  430. var mapColor = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );
  431. var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
  432. mapHeight.repeat.set( 0.998, 0.998 );
  433. mapHeight.offset.set( 0.001, 0.001 )
  434. mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
  435. mapHeight.anisotropy = 4;
  436. mapHeight.format = THREE.RGBFormat;
  437. var material = new THREE.MeshPhongMaterial( { map: mapColor, bumpMap: mapHeight, bumpScale: 2.5, shininess: 75, specular: 0x090909 } );
  438. var object = new THREE.Mesh( geometry, material );
  439. initScene( object, 0, 8 );
  440. } );
  441. // create box
  442. var object = generateBox();
  443. initScene( object, 0, 8 );
  444. animate();
  445. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  446. </script>
  447. </body>
  448. </html>
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