webgl_postprocessing_ssao.html 6.8 KB

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  1. <!DOCTYPE html>
  2. <!--Reference:
  3. SSAO algo: http://devlog-martinsh.blogspot.tw/2011/12/ssao-shader-update-v12.html?showComment=1398158188712#c1563204765906693531
  4. log depth http://outerra.blogspot.tw/2013/07/logarithmic-depth-buffer-optimizations.html
  5. convert the exponential depth to a linear value: http://www.ozone3d.net/blogs/lab/20090206/how-to-linearize-the-depth-value/
  6. Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere-->
  7. <html lang="en">
  8. <head>
  9. <title>three.js webgl - postprocessing - Screen Space Ambient Occlusion</title>
  10. <meta charset="utf-8">
  11. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  12. <style>
  13. body {
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. font-family:Monospace;
  18. font-size:13px;
  19. text-align:center;
  20. font-weight: bold;
  21. }
  22. a {
  23. color:#0078ff;
  24. }
  25. #info {
  26. color:#fff;
  27. position: relative;
  28. top: 0px;
  29. width: 50em;
  30. margin: 0 auto -2.1em;
  31. padding: 5px;
  32. z-index:100;
  33. }
  34. </style>
  35. </head>
  36. <body>
  37. <script src="../build/three.js"></script>
  38. <script src="js/shaders/SSAOShader.js"></script>
  39. <script src="js/shaders/CopyShader.js"></script> <!-- Why must include this? -->
  40. <script src="js/postprocessing/RenderPass.js"></script>
  41. <script src="js/postprocessing/ShaderPass.js"></script>
  42. <script src="js/postprocessing/MaskPass.js"></script> <!-- Why must include this? -->
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/Detector.js"></script>
  45. <script src="js/libs/stats.min.js"></script>
  46. <script src='js/libs/dat.gui.min.js'></script>
  47. <div id="info">
  48. <a href="http://threejs.org" target="_blank">three.js</a> - webgl screen space ambient occlusion example -
  49. shader by <a href="http://alteredqualia.com">alteredq</a>
  50. </div>
  51. <script>
  52. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  53. var container, stats;
  54. var camera, scene, renderer,
  55. depthMaterial;
  56. var effectComposer, depthRenderTarget;
  57. var ssaoPass;
  58. var group;
  59. var depthScale = 1.0;
  60. var postprocessing = { enabled : true, renderMode: 0 }; // renderMode: 0('framebuffer'), 1('onlyAO')
  61. init();
  62. animate();
  63. function init() {
  64. container = document.createElement( 'div' );
  65. document.body.appendChild( container );
  66. renderer = new THREE.WebGLRenderer( { antialias: false } );
  67. renderer.setClearColor( 0xa0a0a0 );
  68. renderer.setPixelRatio( window.devicePixelRatio );
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. document.body.appendChild( renderer.domElement );
  71. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 100, 700 );
  72. camera.position.z = 500;
  73. scene = new THREE.Scene();
  74. group = new THREE.Object3D();
  75. scene.add( group );
  76. var geometry = new THREE.IcosahedronGeometry( 5, 1 );
  77. for ( var i = 0; i < 200; i ++ ) {
  78. var material = new THREE.MeshBasicMaterial();
  79. material.color.r = Math.random();
  80. material.color.g = Math.random();
  81. material.color.b = Math.random();
  82. var mesh = new THREE.Mesh( geometry, material );
  83. mesh.position.x = Math.random() * 400 - 200;
  84. mesh.position.y = Math.random() * 400 - 200;
  85. mesh.position.z = Math.random() * 400 - 200;
  86. mesh.rotation.x = Math.random();
  87. mesh.rotation.y = Math.random();
  88. mesh.rotation.z = Math.random();
  89. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 10 + 1;
  90. group.add( mesh );
  91. }
  92. stats = new Stats();
  93. stats.domElement.style.position = 'absolute';
  94. stats.domElement.style.top = '0px';
  95. container.appendChild( stats.domElement );
  96. // Init postprocessing
  97. initPostprocessing();
  98. // Init gui
  99. var gui = new dat.GUI();
  100. gui.add( postprocessing, "enabled" ).onChange();
  101. gui.add( postprocessing, "renderMode", { framebuffer: 0, onlyAO: 1 } ).onChange( renderModeChange ).listen();
  102. window.addEventListener( 'resize', onWindowResize, false );
  103. }
  104. function renderModeChange( value ) {
  105. if ( value == 0 ) { // framebuffer
  106. ssaoPass.uniforms[ 'onlyAO' ].value = false;
  107. } else if ( value == 1 ) { // onlyAO
  108. ssaoPass.uniforms[ 'onlyAO' ].value = true;
  109. } else {
  110. console.error( "Not define renderModeChange type: " + value );
  111. }
  112. }
  113. function onWindowResize() {
  114. camera.aspect = window.innerWidth / window.innerHeight;
  115. camera.updateProjectionMatrix();
  116. renderer.setSize( window.innerWidth, window.innerHeight );
  117. // depthRenderTarget.width = window.innerWidth;
  118. // depthRenderTarget.height = window.innerHeight;
  119. //effectComposer.setSize( window.innerWidth, window.innerHeight );
  120. }
  121. function initPostprocessing() {
  122. // Setup render pass
  123. var renderPass = new THREE.RenderPass( scene, camera );
  124. // Setup depth pass
  125. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  126. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  127. depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader,
  128. uniforms: depthUniforms, blending: THREE.NoBlending } );
  129. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
  130. depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  131. // Setup SSAO pass
  132. ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
  133. ssaoPass.renderToScreen = true;
  134. //ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
  135. ssaoPass.uniforms[ "tDepth" ].value = depthRenderTarget;
  136. ssaoPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
  137. ssaoPass.uniforms[ 'cameraNear' ].value = camera.near;
  138. ssaoPass.uniforms[ 'cameraFar' ].value = camera.far;
  139. ssaoPass.uniforms[ 'onlyAO' ].value = ( postprocessing.renderMode == 1 );
  140. // Add pass to effect composer
  141. effectComposer = new THREE.EffectComposer( renderer );
  142. effectComposer.addPass( renderPass );
  143. effectComposer.addPass( ssaoPass );
  144. }
  145. function animate() {
  146. requestAnimationFrame( animate );
  147. render();
  148. stats.update();
  149. }
  150. function render() {
  151. var timer = performance.now();
  152. group.rotation.x = timer * 0.0002;
  153. group.rotation.y = timer * 0.0001;
  154. if ( postprocessing.enabled ) {
  155. // Render depth into depthRenderTarget
  156. scene.overrideMaterial = depthMaterial;
  157. renderer.render( scene, camera, depthRenderTarget, true );
  158. // Render renderPass and SSAO shaderPass
  159. scene.overrideMaterial = null;
  160. effectComposer.render();
  161. } else {
  162. renderer.render( scene, camera );
  163. }
  164. }
  165. </script>
  166. </body>
  167. </html>