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277 lines
9.8 KiB
HTML
277 lines
9.8 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing - GTAO</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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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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body {
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background-color: #ffffff;
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color: #000;
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}
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a {
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color: #2983ff;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Mesh Post Processing Material by <a href="https://github.com/Rabbid76" target="_blank" rel="noopener">Rabbid76</a><br/>
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<p>Improved application of the AO passes by using the AO directly in the material shader instead of simply blending with the whole scene</p>
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
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import { PLYLoader } from 'three/addons/loaders/PLYLoader.js';
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import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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import { GTAOPass } from 'three/addons/postprocessing/GTAOPass.js';
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import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
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import { MeshPostProcessingMaterial } from 'three/addons/materials/MeshPostProcessingMaterial.js';
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let renderer, camera, scene, composer, controls, stats;
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const sceneParameters = {
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output: 0,
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envMapIntensity: 1.0,
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ambientLightIntensity: 0.0,
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lightIntensity: 50,
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shadow: true,
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};
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const aoParameters = {
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radius: 0.5,
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distanceExponent: 2.,
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thickness: 10.,
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scale: 1.,
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samples: 16,
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distanceFallOff: 1.,
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};
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init();
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function init() {
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const container = document.createElement( 'div' );
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document.body.appendChild( container );
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stats = new Stats();
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container.appendChild( stats.dom );
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renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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document.body.appendChild( renderer.domElement );
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renderer.shadowMap.enabled = sceneParameters.shadow;
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const plyLoader = new PLYLoader();
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const rgbeloader = new RGBELoader();
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camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 50 );
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camera.position.set( 0, 3, 5 );
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controls = new OrbitControls( camera, renderer.domElement );
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controls.target.set( 0, 1, 0 );
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controls.update();
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controls.enablePan = false;
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controls.enableDamping = true;
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const width = window.innerWidth;
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const height = window.innerHeight;
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scene = new THREE.Scene();
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composer = new EffectComposer( renderer );
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const gtaoPass = new GTAOPass( scene, camera, width, height );
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gtaoPass.output = GTAOPass.OUTPUT.Off;
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const renderPasse = new RenderPass( scene, camera );
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const outputPass = new OutputPass();
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composer.addPass( gtaoPass );
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composer.addPass( renderPasse );
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composer.addPass( outputPass );
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rgbeloader.load( 'textures/equirectangular/royal_esplanade_1k.hdr', function ( texture ) {
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texture.mapping = THREE.EquirectangularReflectionMapping;
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scene.environment = texture;
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} );
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const groundMaterial = new MeshPostProcessingMaterial( { color: 0x7f7f7f, envMapIntensity: sceneParameters.envMapIntensity, aoPassMap: gtaoPass.gtaoMap } );
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const objectMaterial = new MeshPostProcessingMaterial( { color: 0xffffff, roughness: 0.5, metalness: 0.5, envMapIntensity: sceneParameters.envMapIntensity, aoPassMap: gtaoPass.gtaoMap } );
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const emissiveMaterial = new MeshPostProcessingMaterial( { color: 0, emissive: 0xffffff, aoPassMap: gtaoPass.gtaoMap } );
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plyLoader.load( 'models/ply/binary/Lucy100k.ply', ( geometry ) => {
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geometry.computeVertexNormals();
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const lucy = new THREE.Mesh( geometry, objectMaterial );
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lucy.receiveShadow = true;
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lucy.castShadow = true;
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lucy.scale.setScalar( 0.001 );
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lucy.rotation.set( 0, Math.PI, 0 );
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lucy.position.set( 0.04, 1.8, 0.02 );
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scene.add( lucy );
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} );
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const ambientLight = new THREE.AmbientLight( 0xffffff, sceneParameters.ambientLightIntensity );
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const lightGroup = new THREE.Group();
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const planeGeometry = new THREE.PlaneGeometry( 6, 6 );
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const cylinderGeometry = new THREE.CylinderGeometry( 0.5, 0.5, 1, 64 );
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const sphereGeometry = new THREE.SphereGeometry( 0.5, 32, 32 );
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const lightSphereGeometry = new THREE.SphereGeometry( 0.1, 32, 32 );
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scene.background = new THREE.Color( 0xbfe3dd );
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scene.add( ambientLight );
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scene.add( lightGroup );
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const targetObject = new THREE.Object3D();
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targetObject.position.set( 0, 1, 0 );
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scene.add( targetObject );
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const lightColors = [ 0xff4040, 0x40ff40, 0x4040ff ];
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for ( let j = 0; j < 3; ++ j ) {
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const light = new THREE.SpotLight( lightColors[ j ], sceneParameters.lightIntensity, 0, Math.PI / 9 );
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light.castShadow = true;
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light.shadow.camera.far = 15;
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light.position.set( 5 * Math.cos( Math.PI * j * 2 / 3 ), 2.5, 5 * Math.sin( Math.PI * j * 2 / 3 ) );
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light.target = targetObject;
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lightGroup.add( light );
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}
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const groundPlane = new THREE.Mesh( planeGeometry, groundMaterial );
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groundPlane.rotation.x = - Math.PI / 2;
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groundPlane.position.set( 0, 0, 0 );
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groundPlane.receiveShadow = true;
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scene.add( groundPlane );
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const pedestal = new THREE.Mesh( cylinderGeometry, groundMaterial );
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pedestal.position.set( 0, 0.5, 0 );
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pedestal.receiveShadow = true;
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pedestal.castShadow = true;
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scene.add( pedestal );
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const sphereMesh = new THREE.InstancedMesh( sphereGeometry, objectMaterial, 6 );
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sphereMesh.receiveShadow = true;
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sphereMesh.castShadow = true;
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scene.add( sphereMesh );
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[ ...Array( 6 ).keys() ].forEach( ( i ) => sphereMesh.setMatrixAt( i, new THREE.Matrix4().makeTranslation( Math.cos( Math.PI * i / 3 ), 0.5, Math.sin( Math.PI * i / 3 ) ) ) );
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const lightSphereMesh = new THREE.InstancedMesh( lightSphereGeometry, emissiveMaterial, 4 );
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scene.add( lightSphereMesh );
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[ ...Array( 4 ).keys() ].forEach( ( i ) => lightSphereMesh.setMatrixAt( i, new THREE.Matrix4().makeTranslation( 0.4 * Math.cos( Math.PI * ( i + 0.5 ) / 2 ), 1.1, 0.45 * Math.sin( Math.PI * ( i + 0.5 ) / 2 ) ) ) );
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const updateGtaoMaterial = () => gtaoPass.updateGtaoMaterial( aoParameters );
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const updateOutput = () => {
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composer.removePass( gtaoPass );
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composer.insertPass( gtaoPass, sceneParameters.output == 1 ? 1 : 0 );
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switch ( sceneParameters.output ) {
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default:
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case 0:
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gtaoPass.output = GTAOPass.OUTPUT.Off;
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gtaoPass.enabled = true;
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renderPasse.enabled = true;
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break;
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case 1:
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gtaoPass.output = GTAOPass.OUTPUT.Default;
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gtaoPass.enabled = true;
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renderPasse.enabled = true;
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break;
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case 2:
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gtaoPass.output = GTAOPass.OUTPUT.Diffuse;
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gtaoPass.enabled = false;
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renderPasse.enabled = true;
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break;
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case 3:
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gtaoPass.output = GTAOPass.OUTPUT.Denoise;
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gtaoPass.enabled = true;
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renderPasse.enabled = false;
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break;
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}
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groundMaterial.aoPassMap = sceneParameters.output === 0 ? gtaoPass.gtaoMap : null;
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objectMaterial.aoPassMap = sceneParameters.output === 0 ? gtaoPass.gtaoMap : null;
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};
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updateOutput();
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updateGtaoMaterial();
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const gui = new GUI();
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gui.add( sceneParameters, 'output', {
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'material AO': 0,
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'post blended AO': 1,
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'only diffuse': 2,
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'only AO': 3,
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} ).onChange( () => updateOutput() );
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gui.add( sceneParameters, 'envMapIntensity' ).min( 0 ).max( 1 ).step( 0.01 ).onChange( () => {
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groundMaterial.envMapIntensity = sceneParameters.envMapIntensity;
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objectMaterial.envMapIntensity = sceneParameters.envMapIntensity;
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} );
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gui.add( sceneParameters, 'ambientLightIntensity' ).min( 0.0 ).max( 1.0 ).step( 0.01 ).onChange( () => {
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ambientLight.intensity = sceneParameters.ambientLightIntensity;
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} );
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gui.add( sceneParameters, 'lightIntensity' ).min( 0 ).max( 100 ).step( 1 ).onChange( () => {
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lightGroup.children.forEach( light => light.intensity = sceneParameters.lightIntensity );
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} );
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gui.add( sceneParameters, 'shadow' ).onChange( ( value ) => {
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renderer.shadowMap.enabled = value;
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lightGroup.children.forEach( light => light.castShadow = value );
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} );
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gui.add( aoParameters, 'radius' ).min( 0.01 ).max( 2 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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gui.add( aoParameters, 'distanceExponent' ).min( 1 ).max( 4 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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gui.add( aoParameters, 'thickness' ).min( 0.01 ).max( 10 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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gui.add( aoParameters, 'distanceFallOff' ).min( 0 ).max( 1 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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gui.add( aoParameters, 'scale' ).min( 0.01 ).max( 2.0 ).step( 0.01 ).onChange( () => updateGtaoMaterial() );
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gui.add( aoParameters, 'samples' ).min( 2 ).max( 32 ).step( 1 ).onChange( () => updateGtaoMaterial() );
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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const width = window.innerWidth;
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const 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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composer.setSize( width, height );
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}
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function animate() {
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controls.update();
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stats.begin();
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composer.render();
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stats.end();
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}
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</script>
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</body>
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</html>
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