mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
482 lines
16 KiB
HTML
Executable File
482 lines
16 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - adaptive tone-mapping</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#000;
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color:#fff;
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padding:0;
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margin:0;
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overflow:hidden;
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font-family:georgia;
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text-align:center;
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}
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h1 { }
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a { color:skyblue; text-decoration:none }
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canvas { pointer-events:none; z-index:0; position:relative; }
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.label { background-color: black; position: absolute; z-index: 100; padding: 5px }
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</style>
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</head>
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<body>
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<div id="d">
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> webgl demo :
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Earth diffuse and city lights by <a href="http://seanward.org" target="_blank">Sean Ward</a> :
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</div>
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<div class="label" style="position: absolute;left: 12%;bottom: 10%;">Low Dynamic Range</div>
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<div class="label" style="position: absolute;left: 12%;bottom: 5%;">Static Tone Mapping</div>
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<div class="label" style="position: absolute;left: 45%;bottom: 10%;">High Dynamic Range</div>
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<div class="label" style="position: absolute;left: 45%;bottom: 5%;">Static Tone Mapping</div>
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<div class="label" style="position: absolute;left: 80%;bottom: 10%;">High Dynamic Range</div>
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<div class="label" style="position: absolute;left: 80%;bottom: 5%;">Adaptive Tone Mapping</div>
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</div>
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<script src="../build/three.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/shaders/LuminosityShader.js"></script>
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<script src="js/shaders/ConvolutionShader.js"></script>
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<script src="js/shaders/ToneMapShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/RenderPass.js"></script>
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<script src="js/postprocessing/MaskPass.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/BloomPass.js"></script>
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<script src="js/postprocessing/AdaptiveToneMappingPass.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container;
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var bloomPass, adaptToneMappingPass;
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var params;
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var camera, scene, renderer, dynamicHdrEffectComposer, hdrEffectComposer, ldrEffectComposer;
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var cameraCube, sceneCube;
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var cameraBG, debugScene;
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var adaptiveLuminanceMat, currentLuminanceRT, previousLuminanceMat;
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var directionalLight;
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var orbitControls;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var windowThirdX = window.innerWidth / 3;
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var windowThirdY = window.innerHeight / 3;
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init();
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animate();
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function init() {
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params = {
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"Average Luminosity": 0.7,
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middleGrey: 0.04,
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maxLuminance: 16,
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bloomAmount: 1.0,
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adaptionRate: 2.0,
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sunLight: 4.0,
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};
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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// CAMERAS
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camera = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 0.1, 100000 );
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camera.position.x = 700;
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camera.position.y = 400;
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camera.position.z = 800;
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cameraCube = new THREE.PerspectiveCamera( 70, windowThirdX / window.innerHeight, 1, 100000 );
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cameraBG = new THREE.OrthographicCamera( -windowHalfX, windowHalfX, windowHalfY, -windowHalfY, -10000, 10000 );
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cameraBG.position.z = 100;
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orbitControls = new THREE.OrbitControls(camera);
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orbitControls.autoRotate = true;
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orbitControls.autoRotateSpeed = 1;
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// SCENE
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scene = new THREE.Scene();
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sceneCube = new THREE.Scene();
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debugScene = new THREE.Scene();
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// LIGHTS
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var ambient = new THREE.AmbientLight( 0x050505 );
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scene.add( ambient );
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directionalLight = new THREE.DirectionalLight( 0xffffff, params.sunLight );
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directionalLight.position.set( 2, 0, 10 ).normalize();
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scene.add( directionalLight );
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var atmoShader = {
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side: THREE.BackSide,
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// blending: THREE.AdditiveBlending,
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transparent: true,
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lights: true,
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "common" ],
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THREE.UniformsLib[ "lights" ],
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] ),
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vertexShader: [
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"varying vec3 vViewPosition;",
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"varying vec3 vNormal;",
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THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
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"void main() {",
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THREE.ShaderChunk[ "defaultnormal_vertex" ],
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" vNormal = normalize( transformedNormal );",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"vViewPosition = -mvPosition.xyz;",
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"gl_Position = projectionMatrix * mvPosition;",
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"}"
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].join("\n"),
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fragmentShader: [
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THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
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"void main() {",
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"vec3 normal = normalize( -vNormal );",
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"vec3 viewPosition = normalize( vViewPosition );",
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"#if MAX_DIR_LIGHTS > 0",
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"vec3 dirDiffuse = vec3( 0.0 );",
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"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
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"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
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"vec3 dirVector = normalize( lDirection.xyz );",
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"float dotProduct = dot( viewPosition, dirVector );",
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"dotProduct = 1.0 * max( dotProduct, 0.0 ) + (1.0 - max( -dot( normal, dirVector ), 0.0 ));",
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"dotProduct *= dotProduct;",
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"dirDiffuse += max( 0.5 * dotProduct, 0.0 ) * directionalLightColor[ i ];",
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"}",
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"#endif",
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//Fade out atmosphere at edge
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"float viewDot = abs(dot( normal, viewPosition ));",
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"viewDot = clamp( pow( viewDot + 0.6, 10.0 ), 0.0, 1.0);",
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"vec3 colour = vec3( 0.05, 0.09, 0.13 ) * dirDiffuse;",
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"gl_FragColor = vec4( colour, viewDot );",
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"}"
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].join("\n"),
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};
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var earthAtmoMat = new THREE.ShaderMaterial( atmoShader );
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var earthMat = new THREE.MeshPhongMaterial( {
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color: 0xffffff,
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shininess: 200
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} );
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var earthDiffuse = THREE.ImageUtils.loadTexture( 'textures/planets/earth_atmos_4096.jpg', undefined, function( tex ) {
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earthMat.map = tex;
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earthMat.needsUpdate = true;
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} );
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var earthSpecular = THREE.ImageUtils.loadTexture( 'textures/planets/earth_specular_2048.jpg', undefined, function( tex ) {
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earthMat.specularMap = tex;
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earthMat.needsUpdate = true;
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} );
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// var earthNormal = THREE.ImageUtils.loadTexture( 'textures/planets/earth-new-normal-2048.jpg', undefined, function( tex ) {
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// earthMat.normalMap = tex;
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// earthMat.needsUpdate = true;
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// } );
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var earthLightsMat = new THREE.MeshBasicMaterial( {
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color: 0xffffff,
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blending: THREE.AdditiveBlending,
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transparent: true,
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depthTest: false
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} );
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var earthLights = THREE.ImageUtils.loadTexture( 'textures/planets/earth_lights_2048.png', undefined, function( tex ) {
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earthLightsMat.map = tex;
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earthLightsMat.needsUpdate = true;
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} );
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var earthCloudsMat = new THREE.MeshLambertMaterial( {
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color: 0xffffff,
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blending: THREE.NormalBlending,
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transparent: true,
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depthTest: false
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} );
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var earthClouds = THREE.ImageUtils.loadTexture( 'textures/planets/earth_clouds_2048.png', undefined, function( tex ) {
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earthCloudsMat.map = tex;
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earthCloudsMat.needsUpdate = true;
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} );
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var earthGeo = new THREE.SphereGeometry( 600, 24, 24 );
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var sphereMesh = new THREE.Mesh( earthGeo, earthMat );
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scene.add( sphereMesh );
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var sphereLightsMesh = new THREE.Mesh( earthGeo, earthLightsMat );
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scene.add( sphereLightsMesh );
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var sphereCloudsMesh = new THREE.Mesh( earthGeo, earthCloudsMat );
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scene.add( sphereCloudsMesh );
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var sphereAtmoMesh = new THREE.Mesh( earthGeo, earthAtmoMat );
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sphereAtmoMesh.scale.set( 1.05, 1.05, 1.05 );
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scene.add( sphereAtmoMesh );
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var vBGShader = [
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// "attribute vec2 uv;",
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n");
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var pBGShader = [
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"uniform sampler2D map;",
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"varying vec2 vUv;",
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"void main() {",
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"vec2 sampleUV = vUv;",
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"vec4 colour = texture2D( map, sampleUV, 0.0 );",
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"gl_FragColor = vec4( colour.xyz, 1.0 );",
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"}"
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].join("\n");
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// Skybox
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adaptiveLuminanceMat = new THREE.ShaderMaterial( {
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uniforms: {
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map: { type: 't', value: null }
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},
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vertexShader: vBGShader,
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fragmentShader: pBGShader,
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depthTest: false,
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// color: 0xffffff
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blending: THREE.NoBlending
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} );
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currentLuminanceMat = new THREE.ShaderMaterial( {
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uniforms: {
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map: { type: 't', value: null }
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},
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vertexShader: vBGShader,
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fragmentShader: pBGShader,
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depthTest: false,
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// color: 0xffffff
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// blending: THREE.NoBlending
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} );
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var quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), currentLuminanceMat );
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quadBG.position.z = -500;
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quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.05;
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quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
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debugScene.add( quadBG );
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quadBG = new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.1, 0.1 ), adaptiveLuminanceMat );
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quadBG.position.z = -500;
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quadBG.position.x = -window.innerWidth * 0.5 + window.innerWidth * 0.15;
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quadBG.scale.set( window.innerWidth, window.innerHeight, 1 );
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debugScene.add( quadBG );
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var r = "textures/cube/MilkyWay/";
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var urls = [ r + "dark-s_px.jpg", r + "dark-s_nx.jpg",
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r + "dark-s_py.jpg", r + "dark-s_ny.jpg",
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r + "dark-s_pz.jpg", r + "dark-s_nz.jpg" ];
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var textureCube = THREE.ImageUtils.loadTextureCube( urls );
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textureCube.format = THREE.RGBFormat;
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var skyboxShader = THREE.ShaderLib[ "cube" ];
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skyboxShader.uniforms[ "tCube" ].value = textureCube;
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var skyboxMaterial = new THREE.ShaderMaterial( {
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fragmentShader: skyboxShader.fragmentShader,
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vertexShader: skyboxShader.vertexShader,
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uniforms: skyboxShader.uniforms,
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depthWrite: false,
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side: THREE.BackSide
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} ),
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mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), skyboxMaterial );
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sceneCube.add( mesh );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setFaceCulling( THREE.CullFaceNone );
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renderer.autoClear = false;
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renderer.gammaInput = true;
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renderer.gammaOutput = false;
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container.appendChild( renderer.domElement );
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var extensions = new THREE.WebGLExtensions( renderer.getContext() );
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// var width = window.innerWidth || 1;
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var height = window.innerHeight || 1;
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var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: false };
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var regularRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
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ldrEffectComposer = new THREE.EffectComposer( renderer, regularRenderTarget );
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if ( extensions.get('OES_texture_half_float_linear') ) {
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parameters.type = THREE.FloatType;
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}
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var hdrRenderTarget = new THREE.WebGLRenderTarget( windowThirdX, height, parameters );
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dynamicHdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
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dynamicHdrEffectComposer.setSize( window.innerWidth, window.innerHeight );
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hdrEffectComposer = new THREE.EffectComposer( renderer, hdrRenderTarget );
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var debugPass = new THREE.RenderPass( debugScene, cameraBG );
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debugPass.clear = false;
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var scenePass = new THREE.RenderPass( scene, camera, undefined, undefined, undefined );
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var skyboxPass = new THREE.RenderPass( sceneCube, cameraCube );
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scenePass.clear = false;
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adaptToneMappingPass = new THREE.AdaptiveToneMappingPass( true, 256 );
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adaptToneMappingPass.needsSwap = true;
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ldrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
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hdrToneMappingPass = new THREE.AdaptiveToneMappingPass( false, 256 );
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bloomPass = new THREE.BloomPass();
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var copyPass = new THREE.ShaderPass( THREE.CopyShader );
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copyPass.renderToScreen = true;
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dynamicHdrEffectComposer.addPass( skyboxPass );
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dynamicHdrEffectComposer.addPass( scenePass );
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dynamicHdrEffectComposer.addPass( adaptToneMappingPass );
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// dynamicHdrEffectComposer.addPass( debugPass );
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dynamicHdrEffectComposer.addPass( bloomPass );
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dynamicHdrEffectComposer.addPass( copyPass );
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hdrEffectComposer.addPass( skyboxPass );
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hdrEffectComposer.addPass( scenePass );
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hdrEffectComposer.addPass( hdrToneMappingPass );
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hdrEffectComposer.addPass( bloomPass );
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hdrEffectComposer.addPass( copyPass );
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ldrEffectComposer.addPass( skyboxPass );
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ldrEffectComposer.addPass( scenePass );
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ldrEffectComposer.addPass( ldrToneMappingPass );
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ldrEffectComposer.addPass( bloomPass );
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ldrEffectComposer.addPass( copyPass );
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// var gammaPass = new THREE.ShaderPass( GammaShader );
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// gammaPass.renderToScreen = true;
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// ldrEffectComposer.addPass( gammaPass );
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var dynamicHdrGui = new dat.GUI();
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// dynamicHdrGui.add( params, 'projection', { 'From cam to mesh': 'camera', 'Normal to mesh': 'normal' } );
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dynamicHdrGui.add( params, 'middleGrey', 0, 12 );
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dynamicHdrGui.add( params, 'maxLuminance', 1, 30 );
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dynamicHdrGui.add( params, 'adaptionRate', 0.0, 10.0 );
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dynamicHdrGui.add( params, 'bloomAmount', 0.0, 10.0 );
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dynamicHdrGui.add( params, 'sunLight', 0.1, 12.0 );
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// dynamicHdrGui.add( params, 'clear' );
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dynamicHdrGui.open();
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var ldrGui = new dat.GUI();
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ldrGui.domElement.style.position = 'absolute';
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ldrGui.add( params, 'Average Luminosity', 0.001, 2.0 );
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ldrGui.open();
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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windowThirdX = window.innerWidth / 3;
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windowThirdY = window.innerHeight / 3;
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camera.aspect = windowThirdX / window.innerHeight;
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camera.updateProjectionMatrix();
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cameraCube.aspect = windowThirdX / window.innerHeight;
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cameraCube.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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if ( bloomPass ) {
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bloomPass.copyUniforms[ "opacity" ].value = params.bloomAmount;
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}
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if ( adaptToneMappingPass ) {
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adaptToneMappingPass.setAdaptionRate( params.adaptionRate );
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adaptiveLuminanceMat.uniforms.map.value = adaptToneMappingPass.luminanceRT;
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currentLuminanceMat.uniforms.map.value = adaptToneMappingPass.currentLuminanceRT;
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if ( adaptToneMappingPass.setAverageLuminance ) {
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adaptToneMappingPass.setAverageLuminance( params["Average Luminosity"] );
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}
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adaptToneMappingPass.setMaxLuminance( params.maxLuminance );
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adaptToneMappingPass.setMiddleGrey( params.middleGrey );
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}
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directionalLight.intensity = params.sunLight;
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orbitControls.update();
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render();
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}
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function render() {
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camera.lookAt( scene.position );
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cameraCube.rotation.copy( camera.rotation );
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renderer.setViewport( 0, 0, windowThirdX, window.innerHeight );
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ldrEffectComposer.render( 0.017 );
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renderer.setViewport( windowThirdX, 0, windowThirdX, window.innerHeight );
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hdrEffectComposer.render( 0.017 );
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renderer.setViewport( windowThirdX * 2, 0, windowThirdX, window.innerHeight );
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dynamicHdrEffectComposer.render( 0.017 );
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}
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</script>
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</body>
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</html>
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