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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:#00ff78;
- }
- #info {
- color: #fff;
- position: absolute;
- top: 0px;
- width: 100%;
- padding: 5px;
- }
- .dg.ac {
- z-index: 1 !important; /* FIX DAT.GUI */
- }
- </style>
- </head>
- <body>
- <script src="../build/three.js"></script>
- <script src="js/shaders/SSAOShader.js"></script>
- <script src="js/shaders/CopyShader.js"></script>
- <script src="js/postprocessing/EffectComposer.js"></script>
- <script src="js/postprocessing/RenderPass.js"></script>
- <script src="js/postprocessing/ShaderPass.js"></script>
- <script src="js/postprocessing/MaskPass.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<br/>
- shader by <a href="http://alteredqualia.com">alteredq</a>
- </div>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var camera, scene, renderer;
- var depthMaterial, effectComposer, depthRenderTarget;
- var ssaoPass;
- var group;
- var depthScale = 1.0;
- var postprocessing = { enabled : true, renderMode: 0 }; // renderMode: 0('framebuffer'), 1('onlyAO')
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- renderer = new THREE.WebGLRenderer( { antialias: false } );
- renderer.setClearColor( 0xa0a0a0 );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- document.body.appendChild( renderer.domElement );
- 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 geometry = new THREE.IcosahedronGeometry( 5, 1 );
- for ( var i = 0; i < 200; i ++ ) {
- 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();
- container.appendChild( stats.dom );
- // Init postprocessing
- initPostprocessing();
- // Init gui
- var gui = new dat.GUI();
- gui.add( postprocessing, "enabled" ).onChange();
- gui.add( postprocessing, "renderMode", { framebuffer: 0, onlyAO: 1 } ).onChange( renderModeChange ).listen();
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function renderModeChange( value ) {
- if ( value == 0 ) {
- // framebuffer
- ssaoPass.uniforms[ 'onlyAO' ].value = false;
- } else if ( value == 1 ) {
- // onlyAO
- ssaoPass.uniforms[ 'onlyAO' ].value = true;
- } else {
- console.error( "Not define renderModeChange type: " + value );
- }
- }
- function onWindowResize() {
- var width = window.innerWidth;
- var height = window.innerHeight;
- camera.aspect = width / height;
- camera.updateProjectionMatrix();
- renderer.setSize( width, height );
- // Resize renderTargets
- ssaoPass.uniforms[ 'size' ].value.set( width, height );
- var pixelRatio = renderer.getPixelRatio();
- var newWidth = Math.floor( width / pixelRatio ) || 1;
- var newHeight = Math.floor( height / pixelRatio ) || 1;
- depthRenderTarget.setSize( newWidth, newHeight );
- effectComposer.setSize( newWidth, newHeight );
- }
- function initPostprocessing() {
- // Setup render pass
- var renderPass = new THREE.RenderPass( scene, camera );
- // Setup depth pass
- depthMaterial = new THREE.MeshDepthMaterial();
- depthMaterial.depthPacking = THREE.RGBADepthPacking;
- depthMaterial.blending = THREE.NoBlending;
- var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
- depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
- // Setup SSAO pass
- ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
- ssaoPass.renderToScreen = true;
- //ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
- ssaoPass.uniforms[ "tDepth" ].value = depthRenderTarget.texture;
- ssaoPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
- ssaoPass.uniforms[ 'cameraNear' ].value = camera.near;
- ssaoPass.uniforms[ 'cameraFar' ].value = camera.far;
- ssaoPass.uniforms[ 'onlyAO' ].value = ( postprocessing.renderMode == 1 );
- ssaoPass.uniforms[ 'aoClamp' ].value = 0.3;
- ssaoPass.uniforms[ 'lumInfluence' ].value = 0.5;
- // Add pass to effect composer
- effectComposer = new THREE.EffectComposer( renderer );
- effectComposer.addPass( renderPass );
- effectComposer.addPass( ssaoPass );
- }
- function animate() {
- requestAnimationFrame( animate );
- stats.begin();
- render();
- stats.end();
- }
- function render() {
- var timer = performance.now();
- group.rotation.x = timer * 0.0002;
- group.rotation.y = timer * 0.0001;
- if ( postprocessing.enabled ) {
- // Render depth into depthRenderTarget
- scene.overrideMaterial = depthMaterial;
- renderer.render( scene, camera, depthRenderTarget, true );
- // Render renderPass and SSAO shaderPass
- scene.overrideMaterial = null;
- effectComposer.render();
- } else {
- renderer.render( scene, camera );
- }
- }
- </script>
- </body>
- </html>
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