4 SSAO algo: http://devlog-martinsh.blogspot.tw/2011/12/ssao-shader-update-v12.html?showComment=1398158188712#c1563204765906693531
5 log depth http://outerra.blogspot.tw/2013/07/logarithmic-depth-buffer-optimizations.html
6 convert the exponential depth to a linear value: http://www.ozone3d.net/blogs/lab/20090206/how-to-linearize-the-depth-value/
7 Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere-->
11 <title>three.js webgl - postprocessing - Screen Space Ambient Occlusion</title>
12 <meta charset="utf-8">
13 <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
16 background-color: #000000;
19 font-family:Monospace;
37 z-index: 1 !important; /* FIX DAT.GUI */
42 <script src="../build/three.js"></script>
44 <script src="js/shaders/SSAOShader.js"></script>
45 <script src="js/shaders/CopyShader.js"></script>
47 <script src="js/postprocessing/EffectComposer.js"></script>
48 <script src="js/postprocessing/RenderPass.js"></script>
49 <script src="js/postprocessing/ShaderPass.js"></script>
50 <script src="js/postprocessing/MaskPass.js"></script>
52 <script src="js/Detector.js"></script>
53 <script src="js/libs/stats.min.js"></script>
54 <script src='js/libs/dat.gui.min.js'></script>
57 <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl screen space ambient occlusion example<br/>
58 shader by <a href="http://alteredqualia.com">alteredq</a>
63 if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
66 var camera, scene, renderer;
67 var depthMaterial, effectComposer, depthRenderTarget;
70 var postprocessing = { enabled: true, ao_only: false, radius: 32 };
77 container = document.createElement( 'div' );
78 document.body.appendChild( container );
80 renderer = new THREE.WebGLRenderer( { antialias: false } );
81 renderer.setSize( window.innerWidth, window.innerHeight );
82 document.body.appendChild( renderer.domElement );
84 camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 100, 700 );
85 camera.position.z = 500;
87 scene = new THREE.Scene();
88 scene.background = new THREE.Color( 0xa0a0a0 );
90 group = new THREE.Object3D();
93 var geometry = new THREE.BoxGeometry( 10, 10, 10 );
94 for ( var i = 0; i < 200; i ++ ) {
96 var material = new THREE.MeshBasicMaterial();
97 material.color.r = Math.random();
98 material.color.g = Math.random();
99 material.color.b = Math.random();
101 var mesh = new THREE.Mesh( geometry, material );
102 mesh.position.x = Math.random() * 400 - 200;
103 mesh.position.y = Math.random() * 400 - 200;
104 mesh.position.z = Math.random() * 400 - 200;
105 mesh.rotation.x = Math.random();
106 mesh.rotation.y = Math.random();
107 mesh.rotation.z = Math.random();
109 mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 10 + 1;
115 container.appendChild( stats.dom );
117 // Init postprocessing
118 initPostprocessing();
121 var gui = new dat.GUI();
122 gui.add( postprocessing, "enabled" );
123 gui.add( postprocessing, "ao_only", false ).onChange( renderModeChange );
124 gui.add( postprocessing, "radius" ).min( 0 ).max( 64 ).onChange( radiusChange );
126 window.addEventListener( 'resize', onWindowResize, false );
130 function radiusChange( value ) {
132 ssaoPass.uniforms[ 'radius' ].value = value;
136 function renderModeChange( value ) {
138 ssaoPass.uniforms[ 'onlyAO' ].value = value;
142 function onWindowResize() {
144 var width = window.innerWidth;
145 var height = window.innerHeight;
147 camera.aspect = width / height;
148 camera.updateProjectionMatrix();
149 renderer.setSize( width, height );
151 // Resize renderTargets
152 ssaoPass.uniforms[ 'size' ].value.set( width, height );
154 var pixelRatio = renderer.getPixelRatio();
155 var newWidth = Math.floor( width / pixelRatio ) || 1;
156 var newHeight = Math.floor( height / pixelRatio ) || 1;
157 depthRenderTarget.setSize( newWidth, newHeight );
158 effectComposer.setSize( newWidth, newHeight );
162 function initPostprocessing() {
165 var renderPass = new THREE.RenderPass( scene, camera );
168 depthMaterial = new THREE.MeshDepthMaterial();
169 depthMaterial.depthPacking = THREE.RGBADepthPacking;
170 depthMaterial.blending = THREE.NoBlending;
172 var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
173 depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
174 depthRenderTarget.texture.name = "SSAOShader.rt";
177 ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
178 ssaoPass.renderToScreen = true;
179 //ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
180 ssaoPass.uniforms[ "tDepth" ].value = depthRenderTarget.texture;
181 ssaoPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
182 ssaoPass.uniforms[ 'cameraNear' ].value = camera.near;
183 ssaoPass.uniforms[ 'cameraFar' ].value = camera.far;
185 // Add pass to effect composer
186 effectComposer = new THREE.EffectComposer( renderer );
187 effectComposer.addPass( renderPass );
188 effectComposer.addPass( ssaoPass );
194 requestAnimationFrame( animate );
204 var timer = performance.now();
205 group.rotation.x = timer * 0.0002;
206 group.rotation.y = timer * 0.0001;
208 if ( postprocessing.enabled ) {
210 // Render depth into depthRenderTarget
211 scene.overrideMaterial = depthMaterial;
212 renderer.render( scene, camera, depthRenderTarget, true );
214 // Render renderPass and SSAO shaderPass
215 scene.overrideMaterial = null;
216 effectComposer.render();
220 renderer.render( scene, camera );