Doodle3D-Slicer/three.js-master/examples/webgl_materials_texture_hdr.html
2015-06-12 15:58:26 +02:00

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - HDR texture loader</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 {
color: #fff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000;
margin: 0px;
overflow: hidden;
}
#info {
color:#fff;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a { color: red; }
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - webgl HDR texture loader example -
based on <a href="http://spidergl.org/example.php?id=13" target="_blank">SpiderGL</a>
</div>
<script src="../build/three.min.js"></script>
<script src="js/loaders/RGBELoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<!-- HDR fragment shader -->
<script id="fs-hdr" type="x-shader/x-fragment">
uniform sampler2D tDiffuse;
uniform float exposure;
uniform float brightMax;
varying vec2 vUv;
vec3 decode_pnghdr( const in vec4 color ) {
vec4 rgbcolor = vec4( 0.0, 0.0, 0.0, 0.0 );
if ( color.w > 0.0 ) {
float f = pow(2.0, 127.0*(color.w-0.5));
rgbcolor.xyz = color.xyz * f;
}
return rgbcolor.xyz;
/*
// remove gamma correction
vec4 res = color * color;
// decoded RI
float ri = pow( 2.0, res.w * 32.0 - 16.0 );
// decoded HDR pixel
res.xyz = res.xyz * ri;
return res.xyz;
*/
}
void main() {
vec4 color = texture2D( tDiffuse, vUv );
color.xyz = decode_pnghdr( color );
// apply gamma correction and exposure
//gl_FragColor = vec4( pow( exposure * color.xyz, vec3( 0.474 ) ), 1.0 );
// Perform tone-mapping
float Y = dot(vec4(0.30, 0.59, 0.11, 0.0), color);
float YD = exposure * (exposure/brightMax + 1.0) / (exposure + 1.0);
color *= YD;
gl_FragColor = vec4( color.xyz, 1.0 );
}
</script>
<!-- HDR vertex shader -->
<script id="vs-hdr" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer;
var materialHDR, quad, gamma, exposure;
var sign = 1, rate = 1;
var clock = new THREE.Clock();
init();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 900;
scene = new THREE.Scene();
var loader = new THREE.RGBELoader();
var texture = loader.load( "textures/miranda_uncropped.hdr", function( texture, textureData ){
console.log( textureData.header ); // header string
console.log( [textureData.width, textureData.height] ); // dimensions
materialHDR = new THREE.ShaderMaterial( {
uniforms: {
tDiffuse: { type: "t", value: texture },
exposure: { type: "f", value: textureData.exposure },
brightMax: { type: "f", value: textureData.gamma }
},
vertexShader: getText( 'vs-hdr' ),
fragmentShader: getText( 'fs-hdr' )
} );
quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( textureData.width, textureData.height ), materialHDR );
quad.position.z = -100;
scene.add( quad );
animate();
} );
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.NearestFilter;
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function getText( id ) {
return document.getElementById( id ).textContent;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
delta = clock.getDelta() * 5;
if ( materialHDR.uniforms.exposure.value > 0 || materialHDR.uniforms.exposure.value < 1 ) {
rate = 0.25;
} else {
rate = 1;
}
if ( materialHDR.uniforms.exposure.value > 5 || materialHDR.uniforms.exposure.value <= 0 ) {
sign *= -1;
}
materialHDR.uniforms.exposure.value += sign * rate * delta;
renderer.render( scene, camera );
}
</script>
</body>
</html>