You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
233 lines
7.3 KiB
HTML
233 lines
7.3 KiB
HTML
2 months ago
|
<!DOCTYPE html>
|
||
|
<html lang="en">
|
||
|
<head>
|
||
|
<title>three.js webgpu - 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">
|
||
|
<link type="text/css" rel="stylesheet" href="main.css">
|
||
|
</head>
|
||
|
<body>
|
||
|
|
||
|
<div id="info">
|
||
|
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - postprocessing - ambient occlusion<br />
|
||
|
<a href="https://skfb.ly/oCnNx" target="_blank" rel="noopener">Minimalistic Modern Bedroom</a> by
|
||
|
<a href="https://sketchfab.com/dylanheyes" target="_blank" rel="noopener">dylanheyes</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.<br />
|
||
|
</div>
|
||
|
|
||
|
<script type="importmap">
|
||
|
{
|
||
|
"imports": {
|
||
|
"three": "../build/three.webgpu.js",
|
||
|
"three/webgpu": "../build/three.webgpu.js",
|
||
|
"three/tsl": "../build/three.tsl.js",
|
||
|
"three/addons/": "./jsm/"
|
||
|
}
|
||
|
}
|
||
|
</script>
|
||
|
|
||
|
<script type="module">
|
||
|
|
||
|
import * as THREE from 'three';
|
||
|
import { pass, mrt, output, normalView } from 'three/tsl';
|
||
|
import { ao } from 'three/addons/tsl/display/GTAONode.js';
|
||
|
import { denoise } from 'three/addons/tsl/display/DenoiseNode.js';
|
||
|
|
||
|
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
||
|
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
|
||
|
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
|
||
|
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
||
|
|
||
|
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
|
||
|
|
||
|
let camera, scene, renderer, postProcessing, controls;
|
||
|
|
||
|
let aoPass, denoisePass, blendPassAO, blendPassDenoise, scenePassColor;
|
||
|
|
||
|
const params = {
|
||
|
distanceExponent: 1,
|
||
|
distanceFallOff: 1,
|
||
|
radius: 0.25,
|
||
|
scale: 1,
|
||
|
thickness: 1,
|
||
|
denoised: false,
|
||
|
enabled: true,
|
||
|
denoiseRadius: 5,
|
||
|
lumaPhi: 5,
|
||
|
depthPhi: 5,
|
||
|
normalPhi: 5
|
||
|
};
|
||
|
|
||
|
init();
|
||
|
|
||
|
async function init() {
|
||
|
|
||
|
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 50 );
|
||
|
camera.position.set( 1, 1.3, 5 );
|
||
|
|
||
|
scene = new THREE.Scene();
|
||
|
|
||
|
renderer = new THREE.WebGPURenderer( { antialias: true } );
|
||
|
renderer.setPixelRatio( window.devicePixelRatio );
|
||
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
||
|
renderer.setAnimationLoop( animate );
|
||
|
document.body.appendChild( renderer.domElement );
|
||
|
|
||
|
await renderer.init();
|
||
|
|
||
|
const environment = new RoomEnvironment();
|
||
|
const pmremGenerator = new THREE.PMREMGenerator( renderer );
|
||
|
|
||
|
scene.background = new THREE.Color( 0x666666 );
|
||
|
scene.environment = pmremGenerator.fromScene( environment ).texture;
|
||
|
environment.dispose();
|
||
|
pmremGenerator.dispose();
|
||
|
|
||
|
//
|
||
|
|
||
|
controls = new OrbitControls( camera, renderer.domElement );
|
||
|
controls.target.set( 0, 0.5, - 1 );
|
||
|
controls.update();
|
||
|
controls.enablePan = false;
|
||
|
controls.enableDamping = true;
|
||
|
controls.minDistance = 2;
|
||
|
controls.maxDistance = 8;
|
||
|
|
||
|
//
|
||
|
|
||
|
postProcessing = new THREE.PostProcessing( renderer );
|
||
|
|
||
|
const scenePass = pass( scene, camera );
|
||
|
scenePass.setMRT( mrt( {
|
||
|
output: output,
|
||
|
normal: normalView
|
||
|
} ) );
|
||
|
|
||
|
scenePassColor = scenePass.getTextureNode( 'output' );
|
||
|
const scenePassNormal = scenePass.getTextureNode( 'normal' );
|
||
|
const scenePassDepth = scenePass.getTextureNode( 'depth' );
|
||
|
|
||
|
// ao
|
||
|
|
||
|
aoPass = ao( scenePassDepth, scenePassNormal, camera );
|
||
|
aoPass.resolutionScale = 0.5; // running AO in half resolution is often sufficient
|
||
|
blendPassAO = aoPass.getTextureNode().mul( scenePassColor );
|
||
|
|
||
|
// denoise (optional, use it if you need best quality but is has a noticeable hit on performance)
|
||
|
|
||
|
denoisePass = denoise( aoPass.getTextureNode(), scenePassDepth, scenePassNormal, camera );
|
||
|
blendPassDenoise = denoisePass.mul( scenePassColor );
|
||
|
|
||
|
postProcessing.outputNode = blendPassAO;
|
||
|
|
||
|
//
|
||
|
|
||
|
const dracoLoader = new DRACOLoader();
|
||
|
dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
|
||
|
dracoLoader.setDecoderConfig( { type: 'js' } );
|
||
|
const loader = new GLTFLoader();
|
||
|
loader.setDRACOLoader( dracoLoader );
|
||
|
loader.setPath( 'models/gltf/' );
|
||
|
|
||
|
const gltf = await loader.loadAsync( 'minimalistic_modern_bedroom.glb' );
|
||
|
|
||
|
const model = gltf.scene;
|
||
|
model.position.set( 0, 1, 0 );
|
||
|
scene.add( model );
|
||
|
|
||
|
model.traverse( ( o ) => {
|
||
|
|
||
|
// Transparent objects (e.g. loaded via GLTFLoader) might have "depthWrite" set to "false".
|
||
|
// This is wanted when rendering the beauty pass however it produces wrong results when computing
|
||
|
// AO since depth and normal data are out of sync. Computing normals from depth by not using MRT
|
||
|
// can mitigate the issue although the depth information (and thus the normals) are not correct in
|
||
|
// first place. Besides, normal estimation is computationally more expensive than just sampling a
|
||
|
// normal texture. So depending on your scene, consider to enable "depthWrite" for all transparent objects.
|
||
|
|
||
|
if ( o.material ) o.material.depthWrite = true;
|
||
|
|
||
|
} );
|
||
|
|
||
|
window.addEventListener( 'resize', onWindowResize );
|
||
|
|
||
|
//
|
||
|
|
||
|
const gui = new GUI();
|
||
|
gui.title( 'AO settings' );
|
||
|
gui.add( params, 'distanceExponent' ).min( 1 ).max( 4 ).onChange( updateParameters );
|
||
|
gui.add( params, 'distanceFallOff' ).min( 0.01 ).max( 1 ).onChange( updateParameters );
|
||
|
gui.add( params, 'radius' ).min( 0.01 ).max( 1 ).onChange( updateParameters );
|
||
|
gui.add( params, 'scale' ).min( 0.01 ).max( 2 ).onChange( updateParameters );
|
||
|
gui.add( params, 'thickness' ).min( 0.01 ).max( 2 ).onChange( updateParameters );
|
||
|
gui.add( params, 'enabled' ).onChange( updatePassChain );
|
||
|
const folder = gui.addFolder( 'Denoise settings' );
|
||
|
folder.add( params, 'denoiseRadius' ).min( 0.01 ).max( 10 ).name( 'radius' ).onChange( updateParameters );
|
||
|
folder.add( params, 'lumaPhi' ).min( 0.01 ).max( 10 ).onChange( updateParameters );
|
||
|
folder.add( params, 'depthPhi' ).min( 0.01 ).max( 10 ).onChange( updateParameters );
|
||
|
folder.add( params, 'normalPhi' ).min( 0.01 ).max( 10 ).onChange( updateParameters );
|
||
|
folder.add( params, 'denoised' ).name( 'enabled' ).onChange( updatePassChain );
|
||
|
|
||
|
}
|
||
|
|
||
|
function updatePassChain() {
|
||
|
|
||
|
if ( params.enabled === true ) {
|
||
|
|
||
|
if ( params.denoised === true ) {
|
||
|
|
||
|
postProcessing.outputNode = blendPassDenoise;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
postProcessing.outputNode = blendPassAO;
|
||
|
|
||
|
}
|
||
|
|
||
|
} else {
|
||
|
|
||
|
postProcessing.outputNode = scenePassColor;
|
||
|
|
||
|
}
|
||
|
|
||
|
postProcessing.needsUpdate = true;
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
function updateParameters() {
|
||
|
|
||
|
aoPass.distanceExponent.value = params.distanceExponent;
|
||
|
aoPass.distanceFallOff.value = params.distanceFallOff;
|
||
|
aoPass.radius.value = params.radius;
|
||
|
aoPass.scale.value = params.scale;
|
||
|
aoPass.thickness.value = params.thickness;
|
||
|
|
||
|
denoisePass.radius.value = params.denoiseRadius;
|
||
|
denoisePass.lumaPhi.value = params.lumaPhi;
|
||
|
denoisePass.depthPhi.value = params.depthPhi;
|
||
|
denoisePass.normalPhi.value = params.normalPhi;
|
||
|
|
||
|
}
|
||
|
|
||
|
function onWindowResize() {
|
||
|
|
||
|
const width = window.innerWidth;
|
||
|
const height = window.innerHeight;
|
||
|
|
||
|
camera.aspect = width / height;
|
||
|
camera.updateProjectionMatrix();
|
||
|
|
||
|
renderer.setSize( width, height );
|
||
|
|
||
|
}
|
||
|
|
||
|
function animate() {
|
||
|
|
||
|
controls.update();
|
||
|
|
||
|
postProcessing.render();
|
||
|
|
||
|
}
|
||
|
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|