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Merge pull request #11582 from wizgrav/dev
Use Scene.onBeforeRender() and onAfterRender() in WebGLRenderer for tiled forward lighting and VR post proc
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<title>three.js webgl - tiled forward lighting</title> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no"> | ||
<style> | ||
body { | ||
font-family: Monospace; | ||
background-color: #101010; | ||
color: #fff; | ||
margin: 0px; | ||
overflow: hidden; | ||
} | ||
a { | ||
color: #f00; | ||
} | ||
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#info { | ||
position: absolute; | ||
left: 0; | ||
top: 0px; width: 100%; | ||
padding: 5px; | ||
display: inline-block; | ||
text-align:center; | ||
} | ||
</style> | ||
</head> | ||
<body> | ||
<div id="info"> | ||
<a href="http://threejs.org" target="_blank" rel="noopener">threejs</a> - Tiled forward lighting<br/> | ||
Created by <a href="https://github.com/wizgrav" target="_blank" rel="noopener">wizgrav</a>. | ||
</div> | ||
<script src="../build/three.js"></script> | ||
<script src="js/controls/OrbitControls.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/shaders/CopyShader.js"></script> | ||
<script src="js/shaders/ConvolutionShader.js"></script> | ||
<script src="js/shaders/LuminosityHighPassShader.js"></script> | ||
<script src="js/postprocessing/UnrealBloomPass.js"></script> | ||
<script src="js/Detector.js"></script> | ||
<script src="js/libs/stats.min.js"></script> | ||
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<script> | ||
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// Simple form of tiled forward lighting | ||
// using texels as bitmasks of 32 lights | ||
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var RADIUS = 75; | ||
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THREE.ShaderChunk["lights_pars"] += [ | ||
"#if defined TILED_FORWARD", | ||
"uniform vec4 tileData;", | ||
"uniform sampler2D tileTexture;", | ||
"uniform sampler2D lightTexture;", | ||
"#endif" | ||
].join("\n"); | ||
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THREE.ShaderChunk["lights_template"] += [ | ||
"", | ||
"#if defined TILED_FORWARD", | ||
"vec2 tUv = floor(gl_FragCoord.xy / tileData.xy * 32.) / 32. + tileData.zw;", | ||
"vec4 tile = texture2D(tileTexture, tUv);", | ||
"for (int i=0; i < 4; i++) {", | ||
" float tileVal = tile.x * 255.;", | ||
" tile.xyzw = tile.yzwx;", | ||
" if(tileVal == 0.){ continue; }", | ||
" float tileDiv = 128.;", | ||
" for (int j=0; j < 8; j++) {", | ||
" if (tileVal < tileDiv) { tileDiv *= 0.5; continue; }", | ||
" tileVal -= tileDiv;", | ||
" tileDiv *= 0.5;", | ||
" PointLight pointlight;", | ||
" float uvx = (float(8 * i + j) + 0.5) / 32.;", | ||
" vec4 lightData = texture2D(lightTexture, vec2(uvx, 0.));", | ||
" vec4 lightColor = texture2D(lightTexture, vec2(uvx, 1.));", | ||
" pointlight.position = lightData.xyz;", | ||
" pointlight.distance = lightData.w;", | ||
" pointlight.color = lightColor.rgb;", | ||
" pointlight.decay = lightColor.a;", | ||
" getPointDirectLightIrradiance( pointlight, geometry, directLight );", | ||
" RE_Direct( directLight, geometry, material, reflectedLight );", | ||
" }", | ||
"}", | ||
"#endif" | ||
].join("\n"); | ||
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var lights = [], objects = []; | ||
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var State = { | ||
rows:0, | ||
cols:0, | ||
width: 0, | ||
height: 0, | ||
tileData : { type: "v4", value: null }, | ||
tileTexture: { type: "t", value: null }, | ||
lightTexture: { | ||
type: "t", | ||
value: new THREE.DataTexture(new Float32Array(32 * 2 * 4), 32, 2, THREE.RGBAFormat, THREE.FloatType) | ||
}, | ||
}; | ||
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function resizeTiles() { | ||
var width = window.innerWidth; | ||
var height = window.innerHeight; | ||
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State.width = width; | ||
State.height = height; | ||
State.cols = Math.ceil(width / 32); | ||
State.rows = Math.ceil(height / 32); | ||
State.tileData.value = [ width, height, 0.5 / Math.ceil( width / 32), 0.5 / Math.ceil( height / 32) ]; | ||
State.tileTexture.value = new THREE.DataTexture( new Uint8Array(State.cols * State.rows * 4), State.cols, State.rows); | ||
} | ||
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// Generate the light bitmasks and store them in the tile texture | ||
function tileLights(renderer, scene, camera) { | ||
if(!camera.projectionMatrix) return; | ||
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var d = State.tileTexture.value.image.data; | ||
var ld = State.lightTexture.value.image.data; | ||
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var viewMatrix = camera.matrixWorldInverse; | ||
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d.fill(0); | ||
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var vector = new THREE.Vector3(); | ||
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lights.forEach(function (light, index) { | ||
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vector.setFromMatrixPosition( light.matrixWorld ); | ||
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var bs = lightBounds(camera, vector, light._light.radius); | ||
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vector.applyMatrix4( viewMatrix ); | ||
vector.toArray(ld, 4 * index); | ||
ld[4 * index + 3] = light._light.radius; | ||
light._light.color.toArray(ld,32 * 4 + 4 * index); | ||
ld[32 * 4 + 4 * index + 3] = light._light.decay; | ||
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if(bs[1] < 0 || bs[0] > State.width || bs[3] < 0 || bs[2] > State.height) return; | ||
if(bs[0] < 0) bs[0] = 0; | ||
if(bs[1] > State.width) bs[1] = State.width; | ||
if(bs[2] < 0) bs[2] = 0; | ||
if(bs[3] > State.height) bs[3] = State.height; | ||
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var i4 = Math.floor(index / 8), i8 = 7 - (index % 8); | ||
for (var i = Math.floor(bs[2] / 32); i <= Math.ceil(bs[3]/32); i++) { | ||
for(var j = Math.floor(bs[0]/32); j <= Math.ceil(bs[1]/32); j++) { | ||
d[(State.cols * i + j) * 4 + i4] |= 1 << i8; | ||
} | ||
} | ||
}); | ||
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State.tileTexture.value.needsUpdate = true; | ||
State.lightTexture.value.needsUpdate = true; | ||
} | ||
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// Screen rectangle bounds from light sphere's world AABB | ||
var lightBounds = function (){ | ||
v = new THREE.Vector3(); | ||
return function (camera, pos, r) { | ||
var minX = State.width, maxX = 0, minY = State.height, maxY = 0, hw = State.width / 2, hh = State.height / 2; | ||
for(var i = 0; i < 8; i++){ | ||
v.copy(pos); | ||
v.x += i & 1 ? r : -r; | ||
v.y += i & 2 ? r : -r; | ||
v.z += i & 4 ? r : -r; | ||
var vector = v.project(camera); | ||
var x = (vector.x * hw) + hw; | ||
var y = (vector.y * hh) + hh; | ||
minX = Math.min(minX, x); | ||
maxX = Math.max(maxX, x); | ||
minY = Math.min(minY, y); | ||
maxY = Math.max(maxY, y); | ||
} | ||
return [minX, maxX, minY, maxY]; | ||
} | ||
}(); | ||
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// Rendering | ||
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var container = document.createElement( 'div' ); | ||
document.body.appendChild( container ); | ||
var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 ); | ||
camera.position.set( 0.0, 0.0, 240.0 ); | ||
var scene = new THREE.Scene(); | ||
scene.background = new THREE.Color( 0x111111 ); | ||
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var renderer = new THREE.WebGLRenderer( { antialias: false } ); | ||
renderer.toneMapping = THREE.LinearToneMapping; | ||
container.appendChild( renderer.domElement ); | ||
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var renderTarget = new THREE.WebGLRenderTarget(); | ||
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scene.add( new THREE.AmbientLight( 0xffffff, 0.33 ) ); | ||
// At least one regular Pointlight is needed to activate light support | ||
scene.add(new THREE.PointLight( 0xff0000, 0.1, 0.1 )); | ||
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var bloom = new THREE.UnrealBloomPass( new THREE.Vector2(), 0.8, 0.6, 0.8 ); | ||
bloom.renderToScreen = true; | ||
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var stats = new Stats(); | ||
container.appendChild( stats.dom ); | ||
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controls = new THREE.OrbitControls( camera, renderer.domElement ); | ||
controls.minDistance = 120; | ||
controls.maxDistance = 320; | ||
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var materials = []; | ||
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var Heads = [ | ||
{ type: "physical", uniforms: { diffuse: 0x888888, metalness: 1.0, roughness: 0.66}, defines: {} }, | ||
{ type: "standard", uniforms: { diffuse: 0x666666, metalness: 0.1, roughness: 0.33}, defines: {} }, | ||
{ type: "phong", uniforms: { diffuse: 0x777777, shininess: 20}, defines: {} }, | ||
{ type: "phong", uniforms: { diffuse: 0x555555, shininess: 10}, defines: { TOON: 1} } | ||
]; | ||
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function init (geom) { | ||
var sphereGeom = new THREE.SphereBufferGeometry( 0.5, 32, 32 ); | ||
var tIndex = Math.round(Math.random() * 3); | ||
Object.keys(Heads).forEach(function(t, index) { | ||
var g = new THREE.Group(); | ||
var conf = Heads[t]; | ||
var ml = THREE.ShaderLib[conf.type]; | ||
var mtl = new THREE.ShaderMaterial({ | ||
lights: true, | ||
fragmentShader: ml.fragmentShader, | ||
vertexShader: ml.vertexShader, | ||
uniforms: THREE.UniformsUtils.clone(ml.uniforms), | ||
defines: conf.defines, | ||
transparent: tIndex === index ? true : false, | ||
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}); | ||
mtl.uniforms.opacity.value = tIndex === index ? 0.9 : 1; | ||
mtl.uniforms.tileData = State.tileData; | ||
mtl.uniforms.tileTexture = State.tileTexture; | ||
mtl.uniforms.lightTexture = State.lightTexture; | ||
for( var u in conf.uniforms ) { | ||
var vu = conf.uniforms[u]; | ||
if(mtl.uniforms[u].value.set) { | ||
mtl.uniforms[u].value.set(vu); | ||
} else { | ||
mtl.uniforms[u].value = vu; | ||
} | ||
} | ||
mtl.defines["TILED_FORWARD"] = 1; | ||
materials.push(mtl); | ||
var obj = new THREE.Mesh(geom, mtl); | ||
mtl.side = tIndex === index ? THREE.FrontSide : THREE.DoubleSide; | ||
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g.rotation.y = index * Math.PI / 2; | ||
g.position.x = Math.sin(index * Math.PI / 2) * RADIUS; | ||
g.position.z = Math.cos(index * Math.PI / 2) * RADIUS; | ||
g.add(obj); | ||
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for(var i=0; i < 8; i++) { | ||
var sat = Math.floor(33 + 33 * Math.random()); | ||
var chroma = Math.random() * 100; | ||
var l = new THREE.Group(); | ||
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l.add(new THREE.Mesh( | ||
sphereGeom, | ||
new THREE.MeshBasicMaterial( { color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)") } ) | ||
)); | ||
l.add(new THREE.Mesh( | ||
sphereGeom, | ||
new THREE.MeshBasicMaterial( { | ||
color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)"), | ||
transparent: true, | ||
opacity: 0.033 | ||
} ) | ||
)); | ||
l.children[1].scale.set(6.66,6.66,6.66); | ||
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l._light = { | ||
color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)"), | ||
radius: RADIUS, | ||
decay: 1, | ||
sy: Math.random(), | ||
sr: Math.random(), | ||
sc: Math.random() , | ||
py: Math.random() * Math.PI , | ||
pr: Math.random() * Math.PI , | ||
pc: Math.random() * Math.PI , | ||
dir: Math.random() > 0.5 ? 1:-1 | ||
}; | ||
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lights.push(l); | ||
g.add(l); | ||
} | ||
scene.add(g); | ||
}); | ||
} | ||
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function update(now) { | ||
lights.forEach(function (l) { | ||
var ld = l._light; | ||
var radius = 0.8 + 0.2 * Math.sin(ld.pr + (0.6 + 0.3 * ld.sr) * now); | ||
l.position.x =(Math.sin(ld.pc + (0.8 + 0.2 * ld.sc) * now * ld.dir)) * radius * RADIUS; | ||
l.position.z =(Math.cos(ld.pc + (0.8 + 0.2 * ld.sc) * now * ld.dir)) * radius * RADIUS; | ||
l.position.y = Math.sin(ld.py + (0.8 + 0.2 * ld.sy) * now) * radius * 32; | ||
}); | ||
} | ||
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function resize() { | ||
renderer.setPixelRatio( window.devicePixelRatio ); | ||
renderer.setSize( window.innerWidth, window.innerHeight ); | ||
renderTarget.setSize( window.innerWidth, window.innerHeight ); | ||
bloom.setSize( window.innerWidth, window.innerHeight ); | ||
camera.aspect = window.innerWidth / window.innerHeight; | ||
camera.updateProjectionMatrix(); | ||
resizeTiles(); | ||
} | ||
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function postEffect(renderer, camera, scene, renderTarget) { | ||
bloom.render(renderer, null, renderTarget); | ||
} | ||
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scene.onBeforeRender = tileLights; | ||
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scene.onAfterRender = postEffect; | ||
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var loader = new THREE.JSONLoader(); | ||
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loader.load('./obj/walt/WaltHead_slim.js', function(geometry) { | ||
window.addEventListener("resize", resize); | ||
init(geometry); | ||
resize(); | ||
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renderer.animate( function(time) { | ||
update(time/1000); | ||
stats.begin(); | ||
renderer.render(scene, camera, renderTarget); | ||
stats.end(); | ||
}); | ||
}); | ||
</script> | ||
</body> | ||
</html> |
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