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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / webgl_postprocessing_ssao.html
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+<!DOCTYPE html>
+
+<!--Reference:
+SSAO algo: http://devlog-martinsh.blogspot.tw/2011/12/ssao-shader-update-v12.html?showComment=1398158188712#c1563204765906693531
+log depth http://outerra.blogspot.tw/2013/07/logarithmic-depth-buffer-optimizations.html
+convert the exponential depth to a linear value: http://www.ozone3d.net/blogs/lab/20090206/how-to-linearize-the-depth-value/
+Spiral sampling http://web.archive.org/web/20120421191837/http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere-->
+
+<html lang="en">
+       <head>
+               <title>three.js webgl - postprocessing - Screen Space 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">
+               <style>
+                       body {
+                               background-color: #000000;
+                               margin: 0px;
+                               overflow: hidden;
+                               font-family:Monospace;
+                               font-size:13px;
+                               text-align:center;
+                               font-weight: bold;
+                       }
+
+                       a {
+                               color:#00ff78;
+                       }
+
+                       #info {
+                               color: #fff;
+                               position: absolute;
+                               top: 0px;
+                               width: 100%;
+                               padding: 5px;
+                       }
+                       .dg.ac {
+                               z-index: 1 !important; /* FIX DAT.GUI */
+                       }
+               </style>
+       </head>
+       <body>
+               <script src="../build/three.js"></script>
+
+               <script src="js/shaders/SSAOShader.js"></script>
+               <script src="js/shaders/CopyShader.js"></script>
+
+               <script src="js/postprocessing/EffectComposer.js"></script>
+               <script src="js/postprocessing/RenderPass.js"></script>
+               <script src="js/postprocessing/ShaderPass.js"></script>
+               <script src="js/postprocessing/MaskPass.js"></script>
+
+               <script src="js/Detector.js"></script>
+               <script src="js/libs/stats.min.js"></script>
+               <script src='js/libs/dat.gui.min.js'></script>
+
+               <div id="info">
+                       <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl screen space ambient occlusion example<br/>
+                       shader by <a href="http://alteredqualia.com">alteredq</a>
+               </div>
+
+               <script>
+
+                       if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+                       var container, stats;
+                       var camera, scene, renderer;
+                       var depthMaterial, effectComposer, depthRenderTarget;
+                       var ssaoPass;
+                       var group;
+                       var postprocessing = { enabled: true, ao_only: false, radius: 32 };
+
+                       init();
+                       animate();
+
+                       function init() {
+
+                               container = document.createElement( 'div' );
+                               document.body.appendChild( container );
+
+                               renderer = new THREE.WebGLRenderer( { antialias: false } );
+                               renderer.setSize( window.innerWidth, window.innerHeight );
+                               document.body.appendChild( renderer.domElement );
+
+                               camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 100, 700 );
+                               camera.position.z = 500;
+
+                               scene = new THREE.Scene();
+                               scene.background = new THREE.Color( 0xa0a0a0 );
+
+                               group = new THREE.Object3D();
+                               scene.add( group );
+
+                               var geometry = new THREE.BoxGeometry( 10, 10, 10 );
+                               for ( var i = 0; i < 200; i ++ ) {
+
+                                       var material = new THREE.MeshBasicMaterial();
+                                       material.color.r = Math.random();
+                                       material.color.g = Math.random();
+                                       material.color.b = Math.random();
+
+                                       var mesh = new THREE.Mesh( geometry, material );
+                                       mesh.position.x = Math.random() * 400 - 200;
+                                       mesh.position.y = Math.random() * 400 - 200;
+                                       mesh.position.z = Math.random() * 400 - 200;
+                                       mesh.rotation.x = Math.random();
+                                       mesh.rotation.y = Math.random();
+                                       mesh.rotation.z = Math.random();
+
+                                       mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 10 + 1;
+                                       group.add( mesh );
+
+                               }
+
+                               stats = new Stats();
+                               container.appendChild( stats.dom );
+
+                               // Init postprocessing
+                               initPostprocessing();
+
+                               // Init gui
+                               var gui = new dat.GUI();
+                               gui.add( postprocessing, "enabled" );
+                               gui.add( postprocessing, "ao_only", false ).onChange( renderModeChange );
+                               gui.add( postprocessing, "radius" ).min( 0 ).max( 64 ).onChange( radiusChange );
+
+                               window.addEventListener( 'resize', onWindowResize, false );
+
+                       }
+
+                       function radiusChange( value ) {
+
+                               ssaoPass.uniforms[ 'radius' ].value = value;
+
+                       }
+
+                       function renderModeChange( value ) {
+
+                               ssaoPass.uniforms[ 'onlyAO' ].value = value;
+
+                       }
+
+                       function onWindowResize() {
+
+                               var width = window.innerWidth;
+                               var height = window.innerHeight;
+
+                               camera.aspect = width / height;
+                               camera.updateProjectionMatrix();
+                               renderer.setSize( width, height );
+
+                               // Resize renderTargets
+                               ssaoPass.uniforms[ 'size' ].value.set( width, height );
+
+                               var pixelRatio = renderer.getPixelRatio();
+                               var newWidth  = Math.floor( width / pixelRatio ) || 1;
+                               var newHeight = Math.floor( height / pixelRatio ) || 1;
+                               depthRenderTarget.setSize( newWidth, newHeight );
+                               effectComposer.setSize( newWidth, newHeight );
+
+                       }
+
+                       function initPostprocessing() {
+
+                               // Setup render pass
+                               var renderPass = new THREE.RenderPass( scene, camera );
+
+                               // Setup depth pass
+                               depthMaterial = new THREE.MeshDepthMaterial();
+                               depthMaterial.depthPacking = THREE.RGBADepthPacking;
+                               depthMaterial.blending = THREE.NoBlending;
+
+                               var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
+                               depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
+                               depthRenderTarget.texture.name = "SSAOShader.rt";
+
+                               // Setup SSAO pass
+                               ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
+                               ssaoPass.renderToScreen = true;
+                               //ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
+                               ssaoPass.uniforms[ "tDepth" ].value = depthRenderTarget.texture;
+                               ssaoPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
+                               ssaoPass.uniforms[ 'cameraNear' ].value = camera.near;
+                               ssaoPass.uniforms[ 'cameraFar' ].value = camera.far;
+
+                               // Add pass to effect composer
+                               effectComposer = new THREE.EffectComposer( renderer );
+                               effectComposer.addPass( renderPass );
+                               effectComposer.addPass( ssaoPass );
+
+                       }
+
+                       function animate() {
+
+                               requestAnimationFrame( animate );
+
+                               stats.begin();
+                               render();
+                               stats.end();
+
+                       }
+
+                       function render() {
+
+                               var timer = performance.now();
+                               group.rotation.x = timer * 0.0002;
+                               group.rotation.y = timer * 0.0001;
+
+                               if ( postprocessing.enabled ) {
+
+                                       // Render depth into depthRenderTarget
+                                       scene.overrideMaterial = depthMaterial;
+                                       renderer.render( scene, camera, depthRenderTarget, true );
+
+                                       // Render renderPass and SSAO shaderPass
+                                       scene.overrideMaterial = null;
+                                       effectComposer.render();
+
+                               } else {
+
+                                       renderer.render( scene, camera );
+
+                               }
+
+                       }
+
+               </script>
+       </body>
+</html>