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195 lines
4.7 KiB
195 lines
4.7 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing - Screen Space Ambient Occlusion</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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<style>
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body {
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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font-weight: bold;
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}
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a { color:#00ff78; }
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#info {
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color: #fff;
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position: absolute;
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top: 0px;
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width: 100%;
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padding: 5px;
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}
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.dg.ac {
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z-index: 1 !important; /* FIX DAT.GUI */
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}
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</style>
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</head>
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<body>
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<script src="../build/three.js"></script>
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<script src="js/shaders/SSAOShader.js"></script>
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<script src="js/postprocessing/EffectComposer.js"></script>
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<script src="js/postprocessing/ShaderPass.js"></script>
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<script src="js/postprocessing/SSAOPass.js"></script>
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<script src="js/shaders/CopyShader.js"></script>
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<script src="js/SimplexNoise.js"></script>
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<script src="js/WebGL.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src='js/libs/dat.gui.min.js'></script>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - screen space ambient occlusion<br/>
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<div id="error" style="display: none;">
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Your browser does not support <strong>WEBGL_depth_texture</strong>.<br/><br/>
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This demo will not work.
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</div>
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</div>
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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}
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var container, stats;
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var camera, scene, renderer;
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var effectComposer;
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var ssaoPass;
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var group;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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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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if ( ! renderer.extensions.get( 'WEBGL_depth_texture' ) ) {
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document.querySelector( '#error' ).style.display = 'block';
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return;
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}
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camera = new THREE.PerspectiveCamera( 65, window.innerWidth / window.innerHeight, 100, 700 );
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camera.position.z = 500;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0xaaaaaa );
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scene.add( new THREE.DirectionalLight() );
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scene.add( new THREE.HemisphereLight() );
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group = new THREE.Group();
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scene.add( group );
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var geometry = new THREE.BoxBufferGeometry( 10, 10, 10 );
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for ( var i = 0; i < 100; i ++ ) {
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var material = new THREE.MeshLambertMaterial( {
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color: Math.random() * 0xffffff
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} );
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var mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = Math.random() * 400 - 200;
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mesh.position.y = Math.random() * 400 - 200;
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mesh.position.z = Math.random() * 400 - 200;
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mesh.rotation.x = Math.random();
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mesh.rotation.y = Math.random();
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mesh.rotation.z = Math.random();
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mesh.scale.setScalar( Math.random() * 10 + 2 );
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group.add( mesh );
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}
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stats = new Stats();
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container.appendChild( stats.dom );
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var width = window.innerWidth;
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var height = window.innerHeight;
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ssaoPass = new THREE.SSAOPass( scene, camera, width, height );
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ssaoPass.kernelRadius = 16;
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effectComposer = new THREE.EffectComposer( renderer );
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effectComposer.addPass( ssaoPass );
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// Init gui
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var gui = new dat.GUI();
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gui.add( ssaoPass, 'output', {
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'Default': THREE.SSAOPass.OUTPUT.Default,
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'SSAO Only': THREE.SSAOPass.OUTPUT.SSAO,
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'SSAO Only + Blur': THREE.SSAOPass.OUTPUT.Blur,
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'Beauty': THREE.SSAOPass.OUTPUT.Beauty,
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'Depth': THREE.SSAOPass.OUTPUT.Depth,
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'Normal': THREE.SSAOPass.OUTPUT.Normal
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} ).onChange( function ( value ) {
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ssaoPass.output = parseInt( value );
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} );
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gui.add( ssaoPass, 'kernelRadius' ).min( 0 ).max( 32 );
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gui.add( ssaoPass, 'minDistance' ).min( 0.001 ).max( 0.02 );
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gui.add( ssaoPass, 'maxDistance' ).min( 0.01 ).max( 0.3 );
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window.addEventListener( 'resize', onWindowResize, false );
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onWindowResize();
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}
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function onWindowResize() {
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var width = window.innerWidth;
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var height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize( width, height );
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ssaoPass.setSize( width, height );
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}
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function animate() {
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requestAnimationFrame( animate );
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stats.begin();
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render();
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stats.end();
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}
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function render() {
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var timer = performance.now();
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group.rotation.x = timer * 0.0002;
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group.rotation.y = timer * 0.0001;
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effectComposer.render();
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}
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</script>
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</body>
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</html>
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