<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - adaptive tone-mapping</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { background:#000; color:#fff; padding:0; margin:0; overflow:hidden; font-family:georgia; text-align:center; } h1 { } a { color:skyblue; text-decoration:none } canvas { pointer-events:none; z-index:0; position:relative; } .label { background-color: black; position: absolute; z-index: 100; padding: 5px } </style> </head> <body> <div id="d"> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> webgl demo : Earth diffuse and city lights by <a href="http://seanward.org" target="_blank">Sean Ward</a> : </div> <div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div> <div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div> <div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div> <div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div> <div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div> <div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div> </div> <script src="../build/three.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/dat.gui.min.js"></script> <script src="js/shaders/CopyShader.js"></script> <script src="js/shaders/LuminosityShader.js"></script> <script src="js/shaders/ConvolutionShader.js"></script> <script src="js/shaders/ToneMapShader.js"></script> <script src="js/postprocessing/EffectComposer.js"></script> <script src="js/postprocessing/RenderPass.js"></script> <script src="js/postprocessing/MaskPass.js"></script> <script src="js/postprocessing/ShaderPass.js"></script> <script src="js/postprocessing/BloomPass.js"></script> <script src="js/postprocessing/AdaptiveToneMappingPass.js"></script> <script src="js/controls/OrbitControls.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container; var bloomPass, adaptToneMappingPass; var params; var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer; var cameraCube, sceneCube; var cameraBG, debugScene; var adaptiveLuminanceMat, currentLuminanceRT, previousLuminanceMat; var directionalLight; var orbitControls; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; var windowThirdX = window.innerWidth / 3; var windowThirdY = window.innerHeight / 3; init(); animate(); function init() { params = { "Average Luminosity": 0.7, middleGrey: 0.04, maxLuminance: 16, bloomAmount: 1.0, adaptionRate: 2.0, sunLight: 4.0, }; container = document.createElement( 'div' ); document.body.appendChild( container ); // CAMERAS camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 ); camera.position.x = 700; camera.position.y = 400; camera.position.z = 800; cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 ); cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 ); cameraBG.position.z = 100; orbitControls = new THREE.OrbitControls(camera); orbitControls.autoRotate = true; orbitControls.autoRotateSpeed = 1; // SCENE scene = new THREE.Scene(); sceneCube = new THREE.Scene(); debugScene = new THREE.Scene(); // LIGHTS var ambient = new THREE.AmbientLight( 0x050505 ); scene.add( ambient ); directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight ); directionalLight.position.set( 2, 0, 10 ).normalize(); scene.add( directionalLight ); var atmoShader = { side: THREE.BackSide, // blending: THREE.AdditiveBlending, transparent: true, lights: true, uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "common" ], THREE.UniformsLib[ "lights" ], ] ), vertexShader: [ "varying vec3 vViewPosition;", "varying vec3 vNormal;", THREE.ShaderChunk[ "lights_phong_pars_vertex" ], "void main() {", THREE.ShaderChunk[ "defaultnormal_vertex" ], " vNormal = normalize( transformedNormal );", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vViewPosition = -mvPosition.xyz;", "gl_Position = projectionMatrix * mvPosition;", "}" ].join("\n"), fragmentShader: [ THREE.ShaderChunk[ "lights_phong_pars_fragment" ], "void main() {", "vec3 normal = normalize( -vNormal );", "vec3 viewPosition = normalize( vViewPosition );", "#if MAX_DIR_LIGHTS > 0", "vec3 dirDiffuse = vec3( 0.0 );", "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {", "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );", "vec3 dirVector = normalize( lDirection.xyz );", "float dotProduct = dot( viewPosition, dirVector );", "dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));", "dotProduct *= dotProduct;", "dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLightColor[ i ];", "}", "#endif", //Fade out atmosphere at edge "float viewDot = abs(dot( normal, viewPosition ));", "viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);", "vec3 colour = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;", "gl_FragColor = vec4( colour, viewDot );", "}" ].join("\n"), }; var earthAtmoMat = new THREE.ShaderMaterial( atmoShader ); var earthMat = new THREE.MeshPhongMaterial( { color: 0xffffff, shininess: 200 } ); var earthDiffuse = THREE.ImageUtils.loadTexture( 'textures/planets/earth_atmos_4096.jpg', undefined, function( tex ) { earthMat.map = tex; earthMat.needsUpdate = true; } ); var earthSpecular = THREE.ImageUtils.loadTexture( 'textures/planets/earth_specular_2048.jpg', undefined, function( tex ) { earthMat.specularMap = tex; earthMat.needsUpdate = true; } ); // var earthNormal = THREE.ImageUtils.loadTexture( 'textures/planets/earth-new-normal-2048.jpg', undefined, function( tex ) { // earthMat.normalMap = tex; // earthMat.needsUpdate = true; // } ); var earthLightsMat = new THREE.MeshBasicMaterial( { color: 0xffffff, blending: THREE.AdditiveBlending, transparent: true, depthTest: false } ); var earthLights = THREE.ImageUtils.loadTexture( 'textures/planets/earth_lights_2048.png', undefined, function( tex ) { earthLightsMat.map = tex; earthLightsMat.needsUpdate = true; } ); var earthCloudsMat = new THREE.MeshLambertMaterial( { color: 0xffffff, blending: THREE.NormalBlending, transparent: true, depthTest: false } ); var earthClouds = THREE.ImageUtils.loadTexture( 'textures/planets/earth_clouds_2048.png', undefined, function( tex ) { earthCloudsMat.map = tex; earthCloudsMat.needsUpdate = true; } ); var earthGeo = new THREE.SphereGeometry( 600, 24, 24 ); var sphereMesh = new THREE.Mesh( earthGeo, earthMat ); scene.add( sphereMesh ); var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat ); scene.add( sphereLightsMesh ); var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat ); scene.add( sphereCloudsMesh ); var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat ); sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 ); scene.add( sphereAtmoMesh ); var vBGShader = [ // "attribute vec2 uv;", "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"); var pBGShader = [ "uniform sampler2D map;", "varying vec2 vUv;", "void main() {", "vec2 sampleUV = vUv;", "vec4 colour = texture2D( map, sampleUV, 0.0 );", "gl_FragColor = vec4( colour.xyz, 1.0 );", "}" ].join("\n"); // Skybox adaptiveLuminanceMat = new THREE.ShaderMaterial( { uniforms: { map: { type: 't', value: null } }, vertexShader: vBGShader, fragmentShader: pBGShader, depthTest: false, // color: 0xffffff blending: THREE.NoBlending } ); currentLuminanceMat = new THREE.ShaderMaterial( { uniforms: { map: { type: 't', value: null } }, vertexShader: vBGShader, fragmentShader: pBGShader, depthTest: false, // color: 0xffffff // blending: THREE.NoBlending } ); var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat ); quadBG.position.z = -500; quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05; quadBG.scale.set( window.innerWidth, window.innerHeight, 1 ); debugScene.add( quadBG ); quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat ); quadBG.position.z = -500; quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15; quadBG.scale.set( window.innerWidth, window.innerHeight, 1 ); debugScene.add( quadBG ); var r = "textures/cube/MilkyWay/"; var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg", r + "dark-s_py.jpg", r + "dark-s_ny.jpg", r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ]; var textureCube = THREE.ImageUtils.loadTextureCube( urls ); textureCube.format = THREE.RGBFormat; var skyboxShader = THREE.ShaderLib[ "cube" ]; skyboxShader.uniforms[ "tCube" ].value = textureCube; var skyboxMaterial = new THREE.ShaderMaterial( { fragmentShader: skyboxShader.fragmentShader, vertexShader: skyboxShader.vertexShader, uniforms: skyboxShader.uniforms, depthWrite: false, side: THREE.BackSide } ), mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial ); sceneCube.add( mesh ); renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.setFaceCulling( THREE.CullFaceNone ); renderer.autoClear = false; renderer.gammaInput = true; renderer.gammaOutput = false; container.appendChild( renderer.domElement ); var extensions = new THREE.WebGLExtensions( renderer.getContext() ); // var width = window.innerWidth || 1; var height = window.innerHeight || 1; var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false }; var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters ); ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget ); if ( extensions.get('OES_texture_half_float_linear') ) { parameters.type = THREE.FloatType; } var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters ); dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget ); dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight ); hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget ); var debugPass = new THREE.RenderPass( debugScene, cameraBG ); debugPass.clear = false; var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined ); var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube ); scenePass.clear = false; adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 ); adaptToneMappingPass.needsSwap = true; ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 ); hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 ); bloomPass = new THREE.BloomPass(); var copyPass = new THREE.ShaderPass( THREE.CopyShader ); copyPass.renderToScreen = true; dynamicHdrEffectComposer.addPass( skyboxPass ); dynamicHdrEffectComposer.addPass( scenePass ); dynamicHdrEffectComposer.addPass( adaptToneMappingPass ); // dynamicHdrEffectComposer.addPass( debugPass ); dynamicHdrEffectComposer.addPass( bloomPass ); dynamicHdrEffectComposer.addPass( copyPass ); hdrEffectComposer.addPass( skyboxPass ); hdrEffectComposer.addPass( scenePass ); hdrEffectComposer.addPass( hdrToneMappingPass ); hdrEffectComposer.addPass( bloomPass ); hdrEffectComposer.addPass( copyPass ); ldrEffectComposer.addPass( skyboxPass ); ldrEffectComposer.addPass( scenePass ); ldrEffectComposer.addPass( ldrToneMappingPass ); ldrEffectComposer.addPass( bloomPass ); ldrEffectComposer.addPass( copyPass ); // var gammaPass = new THREE.ShaderPass( GammaShader ); // gammaPass.renderToScreen = true; // ldrEffectComposer.addPass( gammaPass ); var dynamicHdrGui = new dat.GUI(); // dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } ); dynamicHdrGui.add( params, 'middleGrey', 0, 12 ); dynamicHdrGui.add( params, 'maxLuminance', 1, 30 ); dynamicHdrGui.add( params, 'adaptionRate', 0.0, 10.0 ); dynamicHdrGui.add( params, 'bloomAmount', 0.0, 10.0 ); dynamicHdrGui.add( params, 'sunLight', 0.1, 12.0 ); // dynamicHdrGui.add( params, 'clear' ); dynamicHdrGui.open(); var ldrGui = new dat.GUI(); ldrGui.domElement.style.position = 'absolute'; ldrGui.add( params, 'Average Luminosity', 0.001, 2.0 ); ldrGui.open(); window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { windowHalfX = window.innerWidth / 2; windowHalfY = window.innerHeight / 2; windowThirdX = window.innerWidth / 3; windowThirdY = window.innerHeight / 3; camera.aspect = windowThirdX / window.innerHeight; camera.updateProjectionMatrix(); cameraCube.aspect = windowThirdX / window.innerHeight; cameraCube.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); if ( bloomPass ) { bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount; } if ( adaptToneMappingPass ) { adaptToneMappingPass.setAdaptionRate( params.adaptionRate ); adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT; currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT; if ( adaptToneMappingPass.setAverageLuminance ) { adaptToneMappingPass.setAverageLuminance( params["Average Luminosity"] ); } adaptToneMappingPass.setMaxLuminance( params.maxLuminance ); adaptToneMappingPass.setMiddleGrey( params.middleGrey ); } directionalLight.intensity = params.sunLight; orbitControls.update(); render(); } function render() { camera.lookAt( scene.position ); cameraCube.rotation.copy( camera.rotation ); renderer.setViewport( 0, 0, windowThirdX, window.innerHeight ); ldrEffectComposer.render( 0.017 ); renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight ); hdrEffectComposer.render( 0.017 ); renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight ); dynamicHdrEffectComposer.render( 0.017 ); } </script> </body> </html>