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					186 lines
				
				5.2 KiB
			
		
		
			
		
	
	
					186 lines
				
				5.2 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - post processing - Scalable Ambient Occlusion (SAO)</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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									</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 noreferrer">three.js</a> - Scalable Ambient Occlusion (SAO)<br/>
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											shader by <a href="http://clara.io">Ben Houston</a> / Post-processing pass by <a href="http://ludobaka.github.io">Ludobaka</a>
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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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 { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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											import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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											import { SAOPass } from 'three/addons/postprocessing/SAOPass.js';
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											let container, stats;
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											let camera, scene, renderer;
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											let composer, renderPass, saoPass;
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											let group;
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											init();
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											animate();
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											function init() {
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												container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												const width = window.innerWidth || 1;
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												const height = window.innerHeight || 1;
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												const devicePixelRatio = window.devicePixelRatio || 1;
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setClearColor( 0x000000 );
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												renderer.setPixelRatio( devicePixelRatio );
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												renderer.setSize( width, height );
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												document.body.appendChild( renderer.domElement );
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												camera = new THREE.PerspectiveCamera( 65, width / height, 3, 10 );
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												camera.position.z = 7;
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												scene = new THREE.Scene();
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												group = new THREE.Object3D();
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												scene.add( group );
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												const light = new THREE.PointLight( 0xddffdd, 0.8 );
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												light.position.z = 70;
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												light.position.y = - 70;
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												light.position.x = - 70;
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												scene.add( light );
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												const light2 = new THREE.PointLight( 0xffdddd, 0.8 );
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												light2.position.z = 70;
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												light2.position.x = - 70;
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												light2.position.y = 70;
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												scene.add( light2 );
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												const light3 = new THREE.PointLight( 0xddddff, 0.8 );
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												light3.position.z = 70;
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												light3.position.x = 70;
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												light3.position.y = - 70;
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												scene.add( light3 );
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												const light4 = new THREE.AmbientLight( 0xffffff, 0.05 );
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												scene.add( light4 );
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												const geometry = new THREE.SphereGeometry( 3, 48, 24 );
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												for ( let i = 0; i < 120; i ++ ) {
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													const material = new THREE.MeshStandardMaterial();
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													material.roughness = 0.5 * Math.random() + 0.25;
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													material.metalness = 0;
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													material.color.setHSL( Math.random(), 1.0, 0.3 );
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													const mesh = new THREE.Mesh( geometry, material );
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													mesh.position.x = Math.random() * 4 - 2;
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													mesh.position.y = Math.random() * 4 - 2;
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													mesh.position.z = Math.random() * 4 - 2;
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													mesh.rotation.x = Math.random();
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													mesh.rotation.y = Math.random();
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													mesh.rotation.z = Math.random();
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													mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 0.2 + 0.05;
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													group.add( mesh );
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												}
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												composer = new EffectComposer( renderer );
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												renderPass = new RenderPass( scene, camera );
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												composer.addPass( renderPass );
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												saoPass = new SAOPass( scene, camera, false, true );
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												composer.addPass( saoPass );
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												// Init gui
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												const gui = new GUI();
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												gui.add( saoPass.params, 'output', {
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													'Beauty': SAOPass.OUTPUT.Beauty,
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													'Beauty+SAO': SAOPass.OUTPUT.Default,
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													'SAO': SAOPass.OUTPUT.SAO,
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													'Depth': SAOPass.OUTPUT.Depth,
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													'Normal': SAOPass.OUTPUT.Normal
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												} ).onChange( function ( value ) {
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													saoPass.params.output = parseInt( value );
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												} );
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												gui.add( saoPass.params, 'saoBias', - 1, 1 );
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												gui.add( saoPass.params, 'saoIntensity', 0, 1 );
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												gui.add( saoPass.params, 'saoScale', 0, 10 );
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												gui.add( saoPass.params, 'saoKernelRadius', 1, 100 );
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												gui.add( saoPass.params, 'saoMinResolution', 0, 1 );
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												gui.add( saoPass.params, 'saoBlur' );
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												gui.add( saoPass.params, 'saoBlurRadius', 0, 200 );
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												gui.add( saoPass.params, 'saoBlurStdDev', 0.5, 150 );
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												gui.add( saoPass.params, 'saoBlurDepthCutoff', 0.0, 0.1 );
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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 || 1;
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												const height = window.innerHeight || 1;
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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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												requestAnimationFrame( animate );
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												stats.begin();
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												render();
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												stats.end();
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											}
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											function render() {
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												const timer = performance.now();
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												group.rotation.x = timer * 0.0002;
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												group.rotation.y = timer * 0.0001;
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												composer.render();
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											}
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										</script>
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									</body>
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								</html>
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