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Эх сурвалжийг харах

Add SSAO demo and give config GUI.

Daosheng Mu 10 жил өмнө
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examples/webgl_postprocessing_ssao.html

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+<!DOCTYPE html>
+
+<!--Reference: 
+SSAO algo: http://devlog-martinsh.blogspot.tw/2011/12/ssao-shader-update-v12.html?showComment=1398158188712#c1563204765906693531
+log depth http://outerra.blogspot.tw/2013/07/logarithmic-depth-buffer-optimizations.html
+convert the exponential depth to a linear value: http://www.ozone3d.net/blogs/lab/20090206/how-to-linearize-the-depth-value/
+Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere-->
+
+<html lang="en">
+    <head>
+        <title>three.js webgl - postprocessing - Screen Space Ambient Occlusion</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 {
+                background-color: #000000;
+                margin: 0px;
+                overflow: hidden;
+                font-family:Monospace;
+                font-size:13px;
+                text-align:center;
+                font-weight: bold;
+            }
+
+            a {
+                color:#0078ff;
+            }
+
+            #info {
+                color:#fff;
+                position: relative;
+                top: 0px;
+                width: 50em;
+                margin: 0 auto -2.1em;
+                padding: 5px;
+                z-index:100;
+            }
+        </style>
+    </head>
+    <body>
+        <script src="../build/three.js"></script>
+        <script src="js/shaders/SSAOShader.js"></script>
+        <script src="js/Detector.js"></script>
+        <script src="js/libs/stats.min.js"></script>
+        <script src='js/libs/dat.gui.min.js'></script>
+
+        <div id="info">
+            <a href="http://threejs.org" target="_blank">three.js</a> - webgl screen space ambient occlusion example -
+            shader by <a href="http://alteredqualia.com">alteredq</a>
+        </div>
+
+        <script>
+
+            if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+                        
+            var container, stats;   
+            var camera, scene, renderer,
+                depthMaterial;
+            var group;
+            var depthScale = 1.0;
+            var height = window.innerHeight;
+            var postprocessing = { enabled : true, renderMode: 'framebuffer' }; // renderMode: 'framebuffer', 'onlyAO'
+
+            init();
+            animate();
+
+            function init() {
+
+                container = document.createElement( 'div' );
+                document.body.appendChild( container );
+
+                renderer = new THREE.WebGLRenderer( { antialias: false } );
+                renderer.setClearColor( 0xa0a0a0 );
+
+                renderer.setSize( window.innerWidth, window.innerHeight );
+                document.body.appendChild( renderer.domElement );
+                var depthShader = THREE.ShaderLib[ "depthRGBA" ];
+                var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
+
+                depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader,
+                    uniforms: depthUniforms, blending: THREE.NoBlending } );
+                                
+                camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 100, 700 );
+                camera.position.z = 500;
+
+                scene = new THREE.Scene();
+
+                group = new THREE.Object3D();
+                scene.add( group );
+
+                var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
+                directionalLight.position.set( 2, 1.2, 10 ).normalize();
+                scene.add( directionalLight );
+                
+                var geometry = new THREE.SphereBufferGeometry(5, 100, 100); //new THREE.BoxGeometry( 10, 10, 10 );
+                for ( var i = 0; i < 100; i ++ ) {
+                
+                    //var material = new THREE.MeshLambertMaterial({color: 0xaa0000});  //new 
+                    var material = new THREE.MeshBasicMaterial();
+                    material.color.r = Math.random();
+                    material.color.g = Math.random();
+                    material.color.b = Math.random();
+                   
+                    var mesh = new THREE.Mesh( geometry, material );
+                    mesh.position.x = Math.random() * 400 - 200;
+                    mesh.position.y = Math.random() * 400 - 200;
+                    mesh.position.z = Math.random() * 400 - 200;
+                    mesh.rotation.x = Math.random();
+                    mesh.rotation.y = Math.random();
+                    mesh.rotation.z = Math.random();
+
+                    mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 10 + 1;
+                    group.add( mesh );
+                }
+                
+                stats = new Stats();
+                stats.domElement.style.position = 'absolute';
+                stats.domElement.style.top = '0px';
+                container.appendChild( stats.domElement );
+
+                // postprocessing                
+                initPostprocessing();
+            
+                // Init gui
+                var gui = new dat.GUI();
+                gui.add( postprocessing, "enabled" ).onChange();
+                // gui.add( postprocessing, "type" ).onChange( postprocessChange );
+                gui.add( postprocessing, "renderMode", { framebuffer: 0, onlyAO: 1 } ).onChange( renderModeChange ).listen();
+
+                window.addEventListener( 'resize', onWindowResize, false );
+            }
+
+            function renderModeChange( value ) {
+
+                if ( value == 0 ) {    // framebuffer
+                    postprocessing.ssao_uniforms[ 'onlyAO' ].value = false;
+                } else if ( value == 1 ) { // onlyAO
+                    postprocessing.ssao_uniforms[ 'onlyAO' ].value = true;
+                } else {
+                    console.error( "Not define renderModeChange type: " + value );
+                }
+            }
+            
+            function onWindowResize() {
+
+                camera.aspect = window.innerWidth / window.innerHeight;
+                camera.updateProjectionMatrix();
+                renderer.setSize( window.innerWidth, window.innerHeight );
+            }
+
+            function initPostprocessing() {
+                
+                postprocessing.scene = new THREE.Scene();
+                postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2,  window.innerHeight / 2, window.innerHeight / - 2, -1000, 1000 );
+                postprocessing.camera.position.z = 1;                
+                
+                postprocessing.scene.add( postprocessing.camera );
+                
+                var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+                postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth * depthScale, height * depthScale, pars );
+                postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
+
+                // Setup SSAO material
+                var ssao_shader = THREE.SSAOShader;
+                postprocessing.ssao_uniforms = THREE.UniformsUtils.clone( ssao_shader.uniforms );
+                postprocessing.ssao_uniforms[ "tDiffuse" ].value = postprocessing.rtTextureColor; 
+                postprocessing.ssao_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth; 
+                postprocessing.ssao_uniforms[ 'size' ].value.set( window.innerWidth*depthScale, window.innerHeight*depthScale );
+                postprocessing.ssao_uniforms[ 'cameraNear' ].value = camera.near;
+                postprocessing.ssao_uniforms[ 'cameraFar' ].value = camera.far;
+                postprocessing.ssao_uniforms[ 'onlyAO' ].value = false;
+                
+                postprocessing.materialSSAO = new THREE.ShaderMaterial( {
+                    
+                    uniforms: postprocessing.ssao_uniforms,
+                    vertexShader: ssao_shader.vertexShader,
+                    fragmentShader: ssao_shader.fragmentShader
+                });
+                
+                postprocessing.ssaoQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialSSAO );
+                postprocessing.ssaoQuad.position.z = -500;
+                postprocessing.scene.add( postprocessing.ssaoQuad );
+            }
+            
+            function shaderUpdate() {
+                postprocessing.materialSSAO.needsUpdate = true;
+            }
+            
+            function animate() {
+                requestAnimationFrame( animate );
+
+                render();
+                stats.update();
+            }
+
+            function render() {                                
+                var timer = performance.now();
+                group.rotation.x = timer * 0.0002;
+                group.rotation.y = timer * 0.0001;
+
+                if ( postprocessing.enabled ) {
+                    
+                    renderer.clear();
+
+                    // Render scene into texture
+                    scene.overrideMaterial = null;
+                    renderer.render( scene, camera, postprocessing.rtTextureColor , true );
+
+                    // Render depth into texture                    
+                    scene.overrideMaterial = depthMaterial;
+                    renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
+
+                    // Render SSAO composite
+                    renderer.render( postprocessing.scene, postprocessing.camera );
+                    
+                } else {
+                    
+                    scene.overrideMaterial = null;
+                    renderer.clear();
+                    renderer.render( scene, camera );
+                }
+            }
+            
+        </script>
+    </body>
+</html>