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@@ -40,6 +40,11 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
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<body>
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<script src="../build/three.js"></script>
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<script src="js/shaders/SSAOShader.js"></script>
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+ <script src="js/shaders/CopyShader.js"></script> <!-- Why must include this? -->
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+ <script src="js/postprocessing/RenderPass.js"></script>
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+ <script src="js/postprocessing/ShaderPass.js"></script>
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+ <script src="js/postprocessing/MaskPass.js"></script> <!-- Why must include this? -->
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+ <script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src='js/libs/dat.gui.min.js'></script>
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@@ -56,9 +61,10 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
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var container, stats;
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var camera, scene, renderer,
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depthMaterial;
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+ var effectComposer, depthRenderTarget;
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+ var ssaoPass;
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var group;
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var depthScale = 1.0;
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- var height = window.innerHeight;
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var postprocessing = { enabled : true, renderMode: 0 }; // renderMode: 0('framebuffer'), 1('onlyAO')
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init();
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@@ -71,15 +77,10 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setClearColor( 0xa0a0a0 );
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-
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+ renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
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- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
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- depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader,
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- uniforms: depthUniforms, blending: THREE.NoBlending } );
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-
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 100, 700 );
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camera.position.z = 500;
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@@ -113,7 +114,7 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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- // postprocessing
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+ // Init postprocessing
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initPostprocessing();
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// Init gui
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@@ -127,9 +128,9 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
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function renderModeChange( value ) {
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if ( value == 0 ) { // framebuffer
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- postprocessing.ssao_uniforms[ 'onlyAO' ].value = false;
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+ ssaoPass.uniforms[ 'onlyAO' ].value = false;
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} else if ( value == 1 ) { // onlyAO
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- postprocessing.ssao_uniforms[ 'onlyAO' ].value = true;
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+ ssaoPass.uniforms[ 'onlyAO' ].value = true;
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} else {
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console.error( "Not define renderModeChange type: " + value );
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}
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@@ -141,45 +142,40 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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- initPostprocessing();
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+ // depthRenderTarget.width = window.innerWidth;
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+ // depthRenderTarget.height = window.innerHeight;
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+ //effectComposer.setSize( window.innerWidth, window.innerHeight );
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}
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function initPostprocessing() {
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-
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- postprocessing.scene = new THREE.Scene();
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- postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -1000, 1000 );
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- postprocessing.camera.position.z = 1;
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-
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- postprocessing.scene.add( postprocessing.camera );
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-
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+
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+ // Setup render pass
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+ var renderPass = new THREE.RenderPass( scene, camera );
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+
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+ // Setup depth pass
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+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
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+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
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+
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+ depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader,
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+ uniforms: depthUniforms, blending: THREE.NoBlending } );
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+
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var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
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- postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth * depthScale, height * depthScale, pars );
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- postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
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-
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- // Setup SSAO material
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- var ssao_shader = THREE.SSAOShader;
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- postprocessing.ssao_uniforms = THREE.UniformsUtils.clone( ssao_shader.uniforms );
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- postprocessing.ssao_uniforms[ "tDiffuse" ].value = postprocessing.rtTextureColor;
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- postprocessing.ssao_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth;
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- postprocessing.ssao_uniforms[ 'size' ].value.set( window.innerWidth*depthScale, window.innerHeight*depthScale );
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- postprocessing.ssao_uniforms[ 'cameraNear' ].value = camera.near;
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- postprocessing.ssao_uniforms[ 'cameraFar' ].value = camera.far;
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- postprocessing.ssao_uniforms[ 'onlyAO' ].value = ( postprocessing.renderMode == 1 );
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+ depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
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- postprocessing.materialSSAO = new THREE.ShaderMaterial( {
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-
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- uniforms: postprocessing.ssao_uniforms,
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- vertexShader: ssao_shader.vertexShader,
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- fragmentShader: ssao_shader.fragmentShader
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- });
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+ // Setup SSAO pass
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+ ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
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+ ssaoPass.renderToScreen = true;
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+ //ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
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+ ssaoPass.uniforms[ "tDepth" ].value = depthRenderTarget;
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+ ssaoPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
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+ ssaoPass.uniforms[ 'cameraNear' ].value = camera.near;
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+ ssaoPass.uniforms[ 'cameraFar' ].value = camera.far;
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+ ssaoPass.uniforms[ 'onlyAO' ].value = ( postprocessing.renderMode == 1 );
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- postprocessing.ssaoQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialSSAO );
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- postprocessing.ssaoQuad.position.z = -500;
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- postprocessing.scene.add( postprocessing.ssaoQuad );
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- }
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-
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- function shaderUpdate() {
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- postprocessing.materialSSAO.needsUpdate = true;
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+ // Add pass to effect composer
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+ effectComposer = new THREE.EffectComposer( renderer );
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+ effectComposer.addPass( renderPass );
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+ effectComposer.addPass( ssaoPass );
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}
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function animate() {
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@@ -196,23 +192,15 @@ Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info
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if ( postprocessing.enabled ) {
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- renderer.clear();
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-
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- // Render scene into texture
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- scene.overrideMaterial = null;
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- renderer.render( scene, camera, postprocessing.rtTextureColor , true );
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-
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- // Render depth into texture
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+ // Render depth into depthRenderTarget
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scene.overrideMaterial = depthMaterial;
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- renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
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+ renderer.render( scene, camera, depthRenderTarget, true );
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- // Render SSAO composite
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- renderer.render( postprocessing.scene, postprocessing.camera );
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+ // Render renderPass and SSAO shaderPass
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+ scene.overrideMaterial = null;
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+ effectComposer.render();
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} else {
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-
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- scene.overrideMaterial = null;
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- renderer.clear();
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renderer.render( scene, camera );
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}
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}
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