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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / webgl_postprocessing_taa.html
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+<!DOCTYPE html>
+<html lang="en">
+       <head>
+               <title>three.js webgl - postprocessing manual taa and ssaa</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 {
+                               margin: 0px;
+                               background-color: #000;
+                               overflow: hidden;
+                               font-family:Monospace;
+                               font-size:13px;
+                               margin: 0px;
+                               text-align:center;
+                               overflow: hidden;
+                       }
+
+                       a { color: #88f; }
+
+                       #info {
+                               color: #fff;
+                               position: absolute;
+                               top: 10px;
+                               width: 100%;
+                               text-align: center;
+                               display:block;
+                       }
+               </style>
+       </head>
+       <body>
+               <div id="info">
+                       <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - Temporal Anti-Aliasing (TAA) pass by <a href="https://clara.io" target="_blank" rel="noopener">Ben Houston</a><br/><br/>
+                       When there is no motion in the scene, the TAA render pass accumulates jittered camera samples<br/>
+                       across frames to create a high quality anti-aliased result.<br/><br/>
+                       Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect SSAA levels have one the resulting render quality.
+               </div>
+
+               <div id="container"></div>
+
+               <script src="../build/three.js"></script>
+               <script src="js/libs/stats.min.js"></script>
+               <script src="js/libs/dat.gui.min.js"></script>
+
+               <script src="js/shaders/CopyShader.js"></script>
+
+               <script src="js/postprocessing/EffectComposer.js"></script>
+               <script src="js/postprocessing/SSAARenderPass.js"></script>
+               <script src="js/postprocessing/TAARenderPass.js"></script>
+               <script src="js/postprocessing/RenderPass.js"></script>
+               <script src="js/postprocessing/MaskPass.js"></script>
+               <script src="js/postprocessing/ShaderPass.js"></script>
+
+
+               <script>
+
+                       var camera, scene, renderer, composer, copyPass, taaRenderPass, renderPass;
+                       var gui, stats, texture;
+
+                       var param = { TAAEnabled: "1", TAASampleLevel: 0 };
+
+                       init();
+                       animate();
+
+                       clearGui();
+
+                       function clearGui() {
+
+                               if ( gui ) gui.destroy();
+
+                               gui = new dat.GUI();
+
+                               gui.add( param, 'TAAEnabled', {
+                                       'Disabled': '0',
+                                       'Enabled': '1'
+                               } ).onFinishChange( function() {
+
+                                       if( taaRenderPass ) {
+
+                                               taaRenderPass.enabled = ( param.TAAEnabled === "1" );
+                                               renderPass.enabled = ( param.TAAEnabled !== "1" );
+
+                                       }
+
+                               } );
+
+                               gui.add( param, 'TAASampleLevel', {
+                                       'Level 0: 1 Sample': 0,
+                                       'Level 1: 2 Samples': 1,
+                                       'Level 2: 4 Samples': 2,
+                                       'Level 3: 8 Samples': 3,
+                                       'Level 4: 16 Samples': 4,
+                                       'Level 5: 32 Samples': 5
+                               } ).onFinishChange( function() {
+
+                                       if( taaRenderPass ) {
+                                               taaRenderPass.sampleLevel = param.TAASampleLevel;
+                                       }
+
+                               } );
+
+                               gui.open();
+
+                       }
+
+                       function init() {
+
+                               var container = document.getElementById( "container" );
+
+                               renderer = new THREE.WebGLRenderer( { antialias: false } );
+                               renderer.setPixelRatio( window.devicePixelRatio );
+                               renderer.setSize( window.innerWidth, window.innerHeight );
+                               document.body.appendChild( renderer.domElement );
+
+                               stats = new Stats();
+                               container.appendChild( stats.dom );
+
+                               //
+
+                               camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
+                               camera.position.z = 300;
+
+                               scene = new THREE.Scene();
+
+                               var geometry = new THREE.BoxGeometry( 120, 120, 120 );
+                               var material = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } );
+
+                               var mesh = new THREE.Mesh( geometry, material );
+                               mesh.position.x = - 100;
+                               scene.add( mesh );
+
+                               var texture = new THREE.TextureLoader().load( "textures/brick_diffuse.jpg" );
+                               texture.minFilter = THREE.NearestFilter;
+                               texture.magFilter = THREE.NearestFilter;
+                               texture.anisotropy = 1;
+                               texture.generateMipmaps = false;
+
+                               var material = new THREE.MeshBasicMaterial( { map: texture } );
+
+                               var mesh = new THREE.Mesh( geometry, material );
+                               mesh.position.x = 100;
+                               scene.add( mesh );
+
+                               // postprocessing
+
+                               composer = new THREE.EffectComposer( renderer );
+
+                               taaRenderPass = new THREE.TAARenderPass( scene, camera );
+                               taaRenderPass.unbiased = false;
+                               composer.addPass( taaRenderPass );
+
+                               renderPass = new THREE.RenderPass( scene, camera );
+                               renderPass.enabled = false;
+                               composer.addPass( renderPass );
+
+                               copyPass = new THREE.ShaderPass( THREE.CopyShader );
+                   copyPass.renderToScreen = true;
+                               composer.addPass( copyPass );
+
+                               window.addEventListener( 'resize', onWindowResize, false );
+
+                       }
+
+                       function onWindowResize() {
+
+                               var width = window.innerWidth;
+                               var height = window.innerHeight;
+
+                               camera.aspect = width / height;
+                               camera.updateProjectionMatrix();
+
+                               renderer.setSize( width, height );
+
+                               var pixelRatio = renderer.getPixelRatio();
+                               var newWidth  = Math.floor( width / pixelRatio ) || 1;
+                               var newHeight = Math.floor( height / pixelRatio ) || 1;
+                               composer.setSize( newWidth, newHeight );
+
+                       }
+
+                       function animate() {
+
+                               this.index = this.index || 0;
+
+                               requestAnimationFrame( animate );
+
+                               this.index ++;
+
+                               if( Math.round( this.index / 200 ) % 2 === 0 ) {
+                                       for ( var i = 0; i < scene.children.length; i ++ ) {
+
+                                               var child = scene.children[ i ];
+
+                                               child.rotation.x += 0.005;
+                                               child.rotation.y += 0.01;
+
+                                       }
+                                       if( taaRenderPass ) taaRenderPass.accumulate = false;
+                               }
+                               else {
+                                       if( taaRenderPass ) taaRenderPass.accumulate = true;
+                               }
+
+                               composer.render();
+
+                               stats.update();
+
+                       }
+
+               </script>
+       </body>
+</html>