webgl_postprocessing_ssao.html 9.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226
  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/Detector.js"></script>
  40. <script src="js/libs/stats.min.js"></script>
  41. <script src='js/libs/dat.gui.min.js'></script>
  42. <div id="info">
  43. <a href="http://threejs.org" target="_blank">three.js</a> - webgl screen space ambient occlusion example -
  44. shader by <a href="http://alteredqualia.com">alteredq</a>
  45. </div>
  46. <script>
  47. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  48. var container, stats;
  49. var camera, scene, renderer,
  50. depthMaterial;
  51. var group;
  52. var depthScale = 1.0;
  53. var height = window.innerHeight;
  54. var postprocessing = { enabled : true, renderMode: 'framebuffer' }; // renderMode: 'framebuffer', 'onlyAO'
  55. init();
  56. animate();
  57. function init() {
  58. container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. renderer = new THREE.WebGLRenderer( { antialias: false } );
  61. renderer.setClearColor( 0xa0a0a0 );
  62. renderer.setSize( window.innerWidth, window.innerHeight );
  63. document.body.appendChild( renderer.domElement );
  64. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  65. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  66. depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader,
  67. uniforms: depthUniforms, blending: THREE.NoBlending } );
  68. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 100, 700 );
  69. camera.position.z = 500;
  70. scene = new THREE.Scene();
  71. group = new THREE.Object3D();
  72. scene.add( group );
  73. var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  74. directionalLight.position.set( 2, 1.2, 10 ).normalize();
  75. scene.add( directionalLight );
  76. var geometry = new THREE.SphereBufferGeometry(5, 100, 100); //new THREE.BoxGeometry( 10, 10, 10 );
  77. for ( var i = 0; i < 100; i ++ ) {
  78. //var material = new THREE.MeshLambertMaterial({color: 0xaa0000}); //new
  79. var material = new THREE.MeshBasicMaterial();
  80. material.color.r = Math.random();
  81. material.color.g = Math.random();
  82. material.color.b = Math.random();
  83. var mesh = new THREE.Mesh( geometry, material );
  84. mesh.position.x = Math.random() * 400 - 200;
  85. mesh.position.y = Math.random() * 400 - 200;
  86. mesh.position.z = Math.random() * 400 - 200;
  87. mesh.rotation.x = Math.random();
  88. mesh.rotation.y = Math.random();
  89. mesh.rotation.z = Math.random();
  90. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 10 + 1;
  91. group.add( mesh );
  92. }
  93. stats = new Stats();
  94. stats.domElement.style.position = 'absolute';
  95. stats.domElement.style.top = '0px';
  96. container.appendChild( stats.domElement );
  97. // postprocessing
  98. initPostprocessing();
  99. // Init gui
  100. var gui = new dat.GUI();
  101. gui.add( postprocessing, "enabled" ).onChange();
  102. // gui.add( postprocessing, "type" ).onChange( postprocessChange );
  103. gui.add( postprocessing, "renderMode", { framebuffer: 0, onlyAO: 1 } ).onChange( renderModeChange ).listen();
  104. window.addEventListener( 'resize', onWindowResize, false );
  105. }
  106. function renderModeChange( value ) {
  107. if ( value == 0 ) { // framebuffer
  108. postprocessing.ssao_uniforms[ 'onlyAO' ].value = false;
  109. } else if ( value == 1 ) { // onlyAO
  110. postprocessing.ssao_uniforms[ 'onlyAO' ].value = true;
  111. } else {
  112. console.error( "Not define renderModeChange type: " + value );
  113. }
  114. }
  115. function onWindowResize() {
  116. camera.aspect = window.innerWidth / window.innerHeight;
  117. camera.updateProjectionMatrix();
  118. renderer.setSize( window.innerWidth, window.innerHeight );
  119. }
  120. function initPostprocessing() {
  121. postprocessing.scene = new THREE.Scene();
  122. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -1000, 1000 );
  123. postprocessing.camera.position.z = 1;
  124. postprocessing.scene.add( postprocessing.camera );
  125. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
  126. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth * depthScale, height * depthScale, pars );
  127. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  128. // Setup SSAO material
  129. var ssao_shader = THREE.SSAOShader;
  130. postprocessing.ssao_uniforms = THREE.UniformsUtils.clone( ssao_shader.uniforms );
  131. postprocessing.ssao_uniforms[ "tDiffuse" ].value = postprocessing.rtTextureColor;
  132. postprocessing.ssao_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth;
  133. postprocessing.ssao_uniforms[ 'size' ].value.set( window.innerWidth*depthScale, window.innerHeight*depthScale );
  134. postprocessing.ssao_uniforms[ 'cameraNear' ].value = camera.near;
  135. postprocessing.ssao_uniforms[ 'cameraFar' ].value = camera.far;
  136. postprocessing.ssao_uniforms[ 'onlyAO' ].value = false;
  137. postprocessing.materialSSAO = new THREE.ShaderMaterial( {
  138. uniforms: postprocessing.ssao_uniforms,
  139. vertexShader: ssao_shader.vertexShader,
  140. fragmentShader: ssao_shader.fragmentShader
  141. });
  142. postprocessing.ssaoQuad = new THREE.Mesh( new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialSSAO );
  143. postprocessing.ssaoQuad.position.z = -500;
  144. postprocessing.scene.add( postprocessing.ssaoQuad );
  145. }
  146. function shaderUpdate() {
  147. postprocessing.materialSSAO.needsUpdate = true;
  148. }
  149. function animate() {
  150. requestAnimationFrame( animate );
  151. render();
  152. stats.update();
  153. }
  154. function render() {
  155. var timer = performance.now();
  156. group.rotation.x = timer * 0.0002;
  157. group.rotation.y = timer * 0.0001;
  158. if ( postprocessing.enabled ) {
  159. renderer.clear();
  160. // Render scene into texture
  161. scene.overrideMaterial = null;
  162. renderer.render( scene, camera, postprocessing.rtTextureColor , true );
  163. // Render depth into texture
  164. scene.overrideMaterial = depthMaterial;
  165. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  166. // Render SSAO composite
  167. renderer.render( postprocessing.scene, postprocessing.camera );
  168. } else {
  169. scene.overrideMaterial = null;
  170. renderer.clear();
  171. renderer.render( scene, camera );
  172. }
  173. }
  174. </script>
  175. </body>
  176. </html>