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earthquake_3d_viewer_front/three/examples/webgl_postprocessing_materi...

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HTML

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