webgl_tonemapping.html 5.4 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Tone Mapping<br />
  12. Battle Damaged Sci-fi Helmet by
  13. <a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
  14. <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>
  15. </div>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  27. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  28. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  29. import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
  30. let mesh, renderer, scene, camera, controls;
  31. let gui, guiExposure = null;
  32. const params = {
  33. exposure: 1.0,
  34. toneMapping: 'AgX',
  35. blurriness: 0.3,
  36. intensity: 1.0,
  37. };
  38. const toneMappingOptions = {
  39. None: THREE.NoToneMapping,
  40. Linear: THREE.LinearToneMapping,
  41. Reinhard: THREE.ReinhardToneMapping,
  42. Cineon: THREE.CineonToneMapping,
  43. ACESFilmic: THREE.ACESFilmicToneMapping,
  44. AgX: THREE.AgXToneMapping,
  45. Neutral: THREE.NeutralToneMapping,
  46. Custom: THREE.CustomToneMapping
  47. };
  48. init().catch( function ( err ) {
  49. console.error( err );
  50. } );
  51. async function init() {
  52. renderer = new THREE.WebGLRenderer( { antialias: true } );
  53. renderer.setPixelRatio( window.devicePixelRatio );
  54. renderer.setSize( window.innerWidth, window.innerHeight );
  55. document.body.appendChild( renderer.domElement );
  56. renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
  57. renderer.toneMappingExposure = params.exposure;
  58. // Set CustomToneMapping to Uncharted2
  59. // source: http://filmicworlds.com/blog/filmic-tonemapping-operators/
  60. THREE.ShaderChunk.tonemapping_pars_fragment = THREE.ShaderChunk.tonemapping_pars_fragment.replace(
  61. 'vec3 CustomToneMapping( vec3 color ) { return color; }',
  62. `#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 ) )
  63. float toneMappingWhitePoint = 1.0;
  64. vec3 CustomToneMapping( vec3 color ) {
  65. color *= toneMappingExposure;
  66. return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );
  67. }`
  68. );
  69. scene = new THREE.Scene();
  70. scene.backgroundBlurriness = params.blurriness;
  71. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  72. camera.position.set( - 1.8, 0.6, 2.7 );
  73. controls = new OrbitControls( camera, renderer.domElement );
  74. controls.addEventListener( 'change', render ); // use if there is no animation loop
  75. controls.enableZoom = false;
  76. controls.enablePan = false;
  77. controls.target.set( 0, 0, - 0.2 );
  78. controls.update();
  79. const rgbeLoader = new RGBELoader()
  80. .setPath( 'textures/equirectangular/' );
  81. const gltfLoader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
  82. const [ texture, gltf ] = await Promise.all( [
  83. rgbeLoader.loadAsync( 'venice_sunset_1k.hdr' ),
  84. gltfLoader.loadAsync( 'DamagedHelmet.gltf' ),
  85. ] );
  86. // environment
  87. texture.mapping = THREE.EquirectangularReflectionMapping;
  88. scene.background = texture;
  89. scene.environment = texture;
  90. // model
  91. mesh = gltf.scene.getObjectByName( 'node_damagedHelmet_-6514' );
  92. scene.add( mesh );
  93. render();
  94. window.addEventListener( 'resize', onWindowResize );
  95. gui = new GUI();
  96. const toneMappingFolder = gui.addFolder( 'Tone Mapping' );
  97. toneMappingFolder.add( params, 'toneMapping', Object.keys( toneMappingOptions ) )
  98. .name( 'type' )
  99. .onChange( function () {
  100. updateGUI( toneMappingFolder );
  101. renderer.toneMapping = toneMappingOptions[ params.toneMapping ];
  102. render();
  103. } );
  104. guiExposure = toneMappingFolder.add( params, 'exposure', 0, 2 )
  105. .onChange( function ( value ) {
  106. renderer.toneMappingExposure = value;
  107. render();
  108. } );
  109. const backgroundFolder = gui.addFolder( 'Background' );
  110. backgroundFolder.add( params, 'blurriness', 0, 1 )
  111. .onChange( function ( value ) {
  112. scene.backgroundBlurriness = value;
  113. render();
  114. } );
  115. backgroundFolder.add( params, 'intensity', 0, 1 )
  116. .onChange( function ( value ) {
  117. scene.backgroundIntensity = value;
  118. render();
  119. } );
  120. updateGUI( toneMappingFolder );
  121. gui.open();
  122. }
  123. function updateGUI( folder ) {
  124. if ( params.toneMapping === 'None' ) {
  125. guiExposure.hide();
  126. } else {
  127. guiExposure.show();
  128. }
  129. }
  130. function onWindowResize() {
  131. camera.aspect = window.innerWidth / window.innerHeight;
  132. camera.updateProjectionMatrix();
  133. renderer.setSize( window.innerWidth, window.innerHeight );
  134. render();
  135. }
  136. function render() {
  137. renderer.render( scene, camera );
  138. }
  139. </script>
  140. </body>
  141. </html>