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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - postprocessing - GTAO</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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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ <style>
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+ body {
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+ background-color: #ffffff;
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+ color: #000;
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+ }
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+ a {
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+ color: #2983ff;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Mesh Post Processing Material by <a href="https://github.com/Rabbid76" target="_blank" rel="noopener">Rabbid76</a><br/>
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+ <p>Improved application of the AO passes by using the AO directly in the material shader instead of simply blending with the whole scene</p>
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.module.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+ import Stats from 'three/addons/libs/stats.module.js';
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
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+ import { PLYLoader } from 'three/addons/loaders/PLYLoader.js';
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+ import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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+ import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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+ import { GTAOPass } from 'three/addons/postprocessing/GTAOPass.js';
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+ import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
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+ import { MeshPostProcessingMaterial } from 'three/addons/materials/MeshPostProcessingMaterial.js';
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+
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+ let renderer, camera, scene, composer, controls, stats;
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+ const sceneParameters = {
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+ output: 0,
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+ envMapIntensity: 1.0,
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+ ambientLightIntensity: 0.0,
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+ lightIntensity: 50,
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+ shadow: true,
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+ };
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+ const aoParameters = {
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+ radius: 0.5,
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+ distanceExponent: 2.,
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+ thickness: 10.,
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+ scale: 1.,
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+ samples: 16,
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+ distanceFallOff: 1.,
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+ };
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ const container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ stats = new Stats();
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+ container.appendChild( stats.dom );
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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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+ renderer.shadowMap.enabled = sceneParameters.shadow;
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+
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+ const plyLoader = new PLYLoader();
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+ const rgbeloader = new RGBELoader();
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+
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+ camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 50 );
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+ camera.position.set( 0, 3, 5 );
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+ controls = new OrbitControls( camera, renderer.domElement );
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+ controls.target.set( 0, 1, 0 );
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+ controls.update();
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+ controls.enablePan = false;
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+ controls.enableDamping = true;
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+
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+ const width = window.innerWidth;
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+ const height = window.innerHeight;
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+
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+ scene = new THREE.Scene();
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+ composer = new EffectComposer( renderer );
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+
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+ const gtaoPass = new GTAOPass( scene, camera, width, height );
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+ gtaoPass.output = GTAOPass.OUTPUT.Off;
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+ const renderPasse = new RenderPass( scene, camera );
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+ const outputPass = new OutputPass();
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+
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+ composer.addPass( gtaoPass );
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+ composer.addPass( renderPasse );
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+ composer.addPass( outputPass );
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+
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+ rgbeloader.load( 'textures/equirectangular/royal_esplanade_1k.hdr', function ( texture ) {
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+
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+ texture.mapping = THREE.EquirectangularReflectionMapping;
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+ scene.environment = texture;
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+
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+ } );
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+
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+ const groundMaterial = new MeshPostProcessingMaterial( { color: 0x7f7f7f, envMapIntensity: sceneParameters.envMapIntensity, aoPassMap: gtaoPass.gtaoMap } );
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+ const objectMaterial = new MeshPostProcessingMaterial( { color: 0xffffff, roughness: 0.5, metalness: 0.5, envMapIntensity: sceneParameters.envMapIntensity, aoPassMap: gtaoPass.gtaoMap } );
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+ const emissiveMaterial = new MeshPostProcessingMaterial( { color: 0, emissive: 0xffffff, aoPassMap: gtaoPass.gtaoMap } );
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+ plyLoader.load( 'models/ply/binary/Lucy100k.ply', ( geometry ) => {
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+
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+ geometry.computeVertexNormals();
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+ const lucy = new THREE.Mesh( geometry, objectMaterial );
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+ lucy.receiveShadow = true;
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+ lucy.castShadow = true;
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+ lucy.scale.setScalar( 0.001 );
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+ lucy.rotation.set( 0, Math.PI, 0 );
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+ lucy.position.set( 0.04, 1.8, 0.02 );
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+ scene.add( lucy );
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+
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+ } );
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+ const ambientLight = new THREE.AmbientLight( 0xffffff, sceneParameters.ambientLightIntensity );
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+ const lightGroup = new THREE.Group();
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+ const planeGeometry = new THREE.PlaneGeometry( 6, 6 );
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+ const cylinderGeometry = new THREE.CylinderGeometry( 0.5, 0.5, 1, 64 );
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+ const sphereGeometry = new THREE.SphereGeometry( 0.5, 32, 32 );
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+ const lightSphereGeometry = new THREE.SphereGeometry( 0.1, 32, 32 );
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+ scene.background = new THREE.Color( 0xbfe3dd );
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+ scene.add( ambientLight );
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+ scene.add( lightGroup );
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+ const targetObject = new THREE.Object3D();
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+ targetObject.position.set( 0, 1, 0 );
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+ scene.add( targetObject );
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+ const lightColors = [ 0xff4040, 0x40ff40, 0x4040ff ];
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+ for ( let j = 0; j < 3; ++ j ) {
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+
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+ const light = new THREE.SpotLight( lightColors[ j ], sceneParameters.lightIntensity, 0, Math.PI / 9 );
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+ light.castShadow = true;
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+ light.shadow.camera.far = 15;
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+ light.position.set( 5 * Math.cos( Math.PI * j * 2 / 3 ), 2.5, 5 * Math.sin( Math.PI * j * 2 / 3 ) );
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+ light.target = targetObject;
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+ lightGroup.add( light );
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+
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+ }
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+
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+ const groundPlane = new THREE.Mesh( planeGeometry, groundMaterial );
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+ groundPlane.rotation.x = - Math.PI / 2;
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+ groundPlane.position.set( 0, 0, 0 );
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+ groundPlane.receiveShadow = true;
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+ scene.add( groundPlane );
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+ const pedestal = new THREE.Mesh( cylinderGeometry, groundMaterial );
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+ pedestal.position.set( 0, 0.5, 0 );
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+ pedestal.receiveShadow = true;
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+ pedestal.castShadow = true;
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+ scene.add( pedestal );
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+ const sphereMesh = new THREE.InstancedMesh( sphereGeometry, objectMaterial, 6 );
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+ sphereMesh.receiveShadow = true;
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+ sphereMesh.castShadow = true;
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+ scene.add( sphereMesh );
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+ [ ...Array( 6 ).keys() ].forEach( ( i ) => sphereMesh.setMatrixAt( i, new THREE.Matrix4().makeTranslation( Math.cos( Math.PI * i / 3 ), 0.5, Math.sin( Math.PI * i / 3 ) ) ) );
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+ const lightSphereMesh = new THREE.InstancedMesh( lightSphereGeometry, emissiveMaterial, 4 );
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+ scene.add( lightSphereMesh );
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+ [ ...Array( 4 ).keys() ].forEach( ( i ) => lightSphereMesh.setMatrixAt( i, new THREE.Matrix4().makeTranslation( 0.4 * Math.cos( Math.PI * ( i + 0.5 ) / 2 ), 1.1, 0.45 * Math.sin( Math.PI * ( i + 0.5 ) / 2 ) ) ) );
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+
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+ const updateGtaoMaterial = () => gtaoPass.updateGtaoMaterial( aoParameters );
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+ const updateOutput = () => {
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+
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+ composer.removePass( gtaoPass );
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+ composer.insertPass( gtaoPass, sceneParameters.output == 1 ? 1 : 0 );
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+
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+ switch ( sceneParameters.output ) {
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+
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+ default:
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+ case 0:
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+ gtaoPass.output = GTAOPass.OUTPUT.Off;
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+ gtaoPass.enabled = true;
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+ renderPasse.enabled = true;
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+ break;
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+ case 1:
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+ gtaoPass.output = GTAOPass.OUTPUT.Default;
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+ gtaoPass.enabled = true;
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+ renderPasse.enabled = true;
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+ break;
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+ case 2:
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+ gtaoPass.output = GTAOPass.OUTPUT.Diffuse;
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+ gtaoPass.enabled = false;
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+ renderPasse.enabled = true;
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+ break;
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+ case 3:
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+ gtaoPass.output = GTAOPass.OUTPUT.Denoise;
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+ gtaoPass.enabled = true;
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+ renderPasse.enabled = false;
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+ break;
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+
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+ }
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+
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+ groundMaterial.aoPassMap = sceneParameters.output === 0 ? gtaoPass.gtaoMap : null;
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+ objectMaterial.aoPassMap = sceneParameters.output === 0 ? gtaoPass.gtaoMap : null;
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+
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+ };
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+
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+ updateOutput();
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+ updateGtaoMaterial();
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+
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+ const gui = new GUI();
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+ gui.add( sceneParameters, 'output', {
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+ 'material AO': 0,
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+ 'post blended AO': 1,
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+ 'only diffuse': 2,
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+ 'only AO': 3,
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+
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+ } ).onChange( () => updateOutput() );
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+ gui.add( sceneParameters, 'envMapIntensity' ).min( 0 ).max( 1 ).step( 0.01 ).onChange( () => {
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+
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+ groundMaterial.envMapIntensity = sceneParameters.envMapIntensity;
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+ objectMaterial.envMapIntensity = sceneParameters.envMapIntensity;
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+
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+ } );
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+ gui.add( sceneParameters, 'ambientLightIntensity' ).min( 0.0 ).max( 1.0 ).step( 0.01 ).onChange( () => {
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+
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+ ambientLight.intensity = sceneParameters.ambientLightIntensity;
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+
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+ } );
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+ gui.add( sceneParameters, 'lightIntensity' ).min( 0 ).max( 100 ).step( 1 ).onChange( () => {
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+
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+ lightGroup.children.forEach( light => light.intensity = sceneParameters.lightIntensity );
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+
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+ } );
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+ gui.add( sceneParameters, 'shadow' ).onChange( ( value ) => {
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+
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+ renderer.shadowMap.enabled = value;
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+ lightGroup.children.forEach( light => light.castShadow = value );
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+
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+ } );
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+ gui.add( aoParameters, 'radius' ).min( 0.01 ).max( 2 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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+ gui.add( aoParameters, 'distanceExponent' ).min( 1 ).max( 4 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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+ gui.add( aoParameters, 'thickness' ).min( 0.01 ).max( 10 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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+ gui.add( aoParameters, 'distanceFallOff' ).min( 0 ).max( 1 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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+ gui.add( aoParameters, 'scale' ).min( 0.01 ).max( 2.0 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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+ gui.add( aoParameters, 'samples' ).min( 2 ).max( 32 ).step( 1 ).onChange( () => updateGtaoMaterial() );
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ const width = window.innerWidth;
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+ const height = window.innerHeight;
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+
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+ camera.aspect = width / height;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( width, height );
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+ composer.setSize( width, height );
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ controls.update();
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+ stats.begin();
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+ composer.render();
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+ stats.end();
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+
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+ }
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+
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+ </script>
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+ </body>
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+</html>
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