webgl_tonemapping.html 6.1 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. <meta property="og:title" content="three.js webgl - tone mapping">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_tonemapping.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_tonemapping.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Tone Mapping<br />
  16. Venice Mask by
  17. <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 />
  18. <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>
  19. </div>
  20. <script type="importmap">
  21. {
  22. "imports": {
  23. "three": "../build/three.module.js",
  24. "three/addons/": "./jsm/"
  25. }
  26. }
  27. </script>
  28. <script type="module">
  29. import * as THREE from 'three';
  30. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  31. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  32. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  33. import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
  34. import { HDRLoader } from 'three/addons/loaders/HDRLoader.js';
  35. let renderer, scene, camera, controls;
  36. let gui, guiExposure = null;
  37. const params = {
  38. exposure: 1.0,
  39. toneMapping: 'Neutral',
  40. blurriness: 0.3,
  41. intensity: 1.0,
  42. };
  43. const toneMappingOptions = {
  44. None: THREE.NoToneMapping,
  45. Linear: THREE.LinearToneMapping,
  46. Reinhard: THREE.ReinhardToneMapping,
  47. Cineon: THREE.CineonToneMapping,
  48. ACESFilmic: THREE.ACESFilmicToneMapping,
  49. AgX: THREE.AgXToneMapping,
  50. Neutral: THREE.NeutralToneMapping,
  51. Custom: THREE.CustomToneMapping
  52. };
  53. init().catch( function ( err ) {
  54. console.error( err );
  55. } );
  56. async function init() {
  57. renderer = new THREE.WebGLRenderer( { antialias: true } );
  58. renderer.setPixelRatio( window.devicePixelRatio );
  59. renderer.setSize( window.innerWidth, window.innerHeight );
  60. renderer.setAnimationLoop( animate );
  61. document.body.appendChild( renderer.domElement );
  62. renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
  63. renderer.toneMappingExposure = params.exposure;
  64. // Set CustomToneMapping to Uncharted2
  65. // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  66. THREE.ShaderChunk.tonemapping_pars_fragment = THREE.ShaderChunk.tonemapping_pars_fragment.replace(
  67. 'vec3 CustomToneMapping( vec3 color ) { return color; }',
  68. `#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 ) )
  69. float toneMappingWhitePoint = 1.0;
  70. vec3 CustomToneMapping( vec3 color ) {
  71. color *= toneMappingExposure;
  72. return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
  73. }`
  74. );
  75. scene = new THREE.Scene();
  76. scene.backgroundBlurriness = params.blurriness;
  77. const light = new THREE.DirectionalLight( 0xfff3ee, 3 ); // simulate sun
  78. light.position.set( 1, 0.05, 0.7 );
  79. scene.add( light );
  80. // scene.add( new THREE.DirectionalLightHelper( light, 1, 0x000000 ) );
  81. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 10 );
  82. camera.position.set( - 0.02, 0.03, 0.05 );
  83. controls = new OrbitControls( camera, renderer.domElement );
  84. controls.enablePan = false;
  85. controls.enableDamping = true;
  86. controls.minDistance = 0.03;
  87. controls.maxDistance = 0.2;
  88. controls.target.set( 0, 0.03, 0 );
  89. controls.update();
  90. const hdrLoader = new HDRLoader()
  91. .setPath( 'textures/equirectangular/' );
  92. const dracoLoader = new DRACOLoader();
  93. const gltfLoader = new GLTFLoader();
  94. gltfLoader.setDRACOLoader( dracoLoader );
  95. gltfLoader.setPath( 'models/gltf/' );
  96. const [ texture, gltf ] = await Promise.all( [
  97. hdrLoader.loadAsync( 'venice_sunset_1k.hdr' ),
  98. gltfLoader.loadAsync( 'venice_mask.glb' ),
  99. ] );
  100. // environment
  101. texture.mapping = THREE.EquirectangularReflectionMapping;
  102. scene.background = texture;
  103. scene.environment = texture;
  104. // model
  105. scene.add( gltf.scene );
  106. window.addEventListener( 'resize', onWindowResize );
  107. //
  108. gui = new GUI();
  109. const toneMappingFolder = gui.addFolder( 'Tone Mapping' );
  110. toneMappingFolder.add( params, 'toneMapping', Object.keys( toneMappingOptions ) )
  111. .name( 'type' )
  112. .onChange( function () {
  113. updateGUI();
  114. renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
  115. } );
  116. guiExposure = toneMappingFolder.add( params, 'exposure', 0, 2 )
  117. .onChange( function ( value ) {
  118. renderer.toneMappingExposure = value;
  119. } );
  120. const backgroundFolder = gui.addFolder( 'Background' );
  121. backgroundFolder.add( params, 'blurriness', 0, 1 )
  122. .onChange( function ( value ) {
  123. scene.backgroundBlurriness = value;
  124. } );
  125. backgroundFolder.add( params, 'intensity', 0, 1 )
  126. .onChange( function ( value ) {
  127. scene.backgroundIntensity = value;
  128. } );
  129. updateGUI();
  130. gui.open();
  131. }
  132. function updateGUI() {
  133. if ( params.toneMapping === 'None' ) {
  134. guiExposure.hide();
  135. } else {
  136. guiExposure.show();
  137. }
  138. }
  139. function onWindowResize() {
  140. camera.aspect = window.innerWidth / window.innerHeight;
  141. camera.updateProjectionMatrix();
  142. renderer.setSize( window.innerWidth, window.innerHeight );
  143. }
  144. function animate() {
  145. controls.update();
  146. renderer.render( scene, camera );
  147. }
  148. </script>
  149. </body>
  150. </html>
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