<!DOCTYPE html> <html lang="en"> <head> <head> <title>three.js webgl - postprocessing - Screen Space Reflection</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"> </head> <body> <div id="container"></div> <div id="info"> <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - SSRPass demo by <a href="https://github.com/gonnavis" target="_blank">Vis</a>.<br /> </div> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script> <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 { OrbitControls } from 'three/addons/controls/OrbitControls.js'; import { GUI } from 'three/addons/libs/lil-gui.module.min.js'; import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js'; import { SSRPass } from 'three/addons/postprocessing/SSRPass.js'; import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js'; import { GammaCorrectionShader } from 'three/addons/shaders/GammaCorrectionShader.js'; import { ReflectorForSSRPass } from 'three/addons/objects/ReflectorForSSRPass.js'; import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js'; const params = { enableSSR: true, autoRotate: true, otherMeshes: true, groundReflector: true, }; let composer; let ssrPass; let gui; let stats; let controls; let camera, scene, renderer; const otherMeshes = []; let groundReflector; const selects = []; const container = document.querySelector( '#container' ); // Configure and create Draco decoder. const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath( 'js/libs/draco/' ); dracoLoader.setDecoderConfig( { type: 'js' } ); init(); animate(); function init() { camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 15 ); camera.position.set( 0.13271600513224902, 0.3489546826045913, 0.43921296427927076 ); scene = new THREE.Scene(); scene.background = new THREE.Color( 0x443333 ); scene.fog = new THREE.Fog( 0x443333, 1, 4 ); // Ground const plane = new THREE.Mesh( new THREE.PlaneGeometry( 8, 8 ), new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } ) ); plane.rotation.x = - Math.PI / 2; plane.position.y = - 0.0001; // plane.receiveShadow = true; scene.add( plane ); // Lights const hemiLight = new THREE.HemisphereLight( 0x443333, 0x111122 ); scene.add( hemiLight ); const spotLight = new THREE.SpotLight(); spotLight.angle = Math.PI / 16; spotLight.penumbra = 0.5; // spotLight.castShadow = true; spotLight.position.set( - 1, 1, 1 ); scene.add( spotLight ); dracoLoader.load( 'models/draco/bunny.drc', function ( geometry ) { geometry.computeVertexNormals(); const material = new THREE.MeshStandardMaterial( { color: 0x606060 } ); const mesh = new THREE.Mesh( geometry, material ); mesh.position.y = - 0.0365; scene.add( mesh ); selects.push( mesh ); // Release decoder resources. dracoLoader.dispose(); } ); let geometry, material, mesh; geometry = new THREE.BoxGeometry( .05, .05, .05 ); material = new THREE.MeshStandardMaterial( { color: 'green' } ); mesh = new THREE.Mesh( geometry, material ); mesh.position.set( - .12, .025, .015 ); scene.add( mesh ); otherMeshes.push( mesh ); selects.push( mesh ); geometry = new THREE.IcosahedronGeometry( .025, 4 ); material = new THREE.MeshStandardMaterial( { color: 'cyan' } ); mesh = new THREE.Mesh( geometry, material ); mesh.position.set( - .05, .025, .08 ); scene.add( mesh ); otherMeshes.push( mesh ); selects.push( mesh ); geometry = new THREE.ConeGeometry( .025, .05, 64 ); material = new THREE.MeshStandardMaterial( { color: 'yellow' } ); mesh = new THREE.Mesh( geometry, material ); mesh.position.set( - .05, .025, - .055 ); scene.add( mesh ); otherMeshes.push( mesh ); selects.push( mesh ); geometry = new THREE.PlaneGeometry( 1, 1 ); groundReflector = new ReflectorForSSRPass( geometry, { clipBias: 0.0003, textureWidth: window.innerWidth, textureHeight: window.innerHeight, color: 0x888888, useDepthTexture: true, } ); groundReflector.material.depthWrite = false; groundReflector.rotation.x = - Math.PI / 2; groundReflector.visible = false; scene.add( groundReflector ); // renderer renderer = new THREE.WebGLRenderer( { antialias: false } ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); // controls = new OrbitControls( camera, renderer.domElement ); controls.enableDamping = true; controls.target.set( 0, 0.0635, 0 ); controls.update(); controls.enabled = ! params.autoRotate; // STATS stats = new Stats(); container.appendChild( stats.dom ); window.addEventListener( 'resize', onWindowResize ); // composer composer = new EffectComposer( renderer ); ssrPass = new SSRPass( { renderer, scene, camera, width: innerWidth, height: innerHeight, groundReflector: params.groundReflector ? groundReflector : null, selects: params.groundReflector ? selects : null } ); composer.addPass( ssrPass ); composer.addPass( new ShaderPass( GammaCorrectionShader ) ); // GUI gui = new GUI( { width: 260 } ); gui.add( params, 'enableSSR' ).name( 'Enable SSR' ); gui.add( params, 'groundReflector' ).onChange( () => { if ( params.groundReflector ) { ssrPass.groundReflector = groundReflector, ssrPass.selects = selects; } else { ssrPass.groundReflector = null, ssrPass.selects = null; } } ); ssrPass.thickness = 0.018; gui.add( ssrPass, 'thickness' ).min( 0 ).max( .1 ).step( .0001 ); ssrPass.infiniteThick = false; gui.add( ssrPass, 'infiniteThick' ); gui.add( params, 'autoRotate' ).onChange( () => { controls.enabled = ! params.autoRotate; } ); const folder = gui.addFolder( 'more settings' ); folder.add( ssrPass, 'fresnel' ).onChange( ()=>{ groundReflector.fresnel = ssrPass.fresnel; } ); folder.add( ssrPass, 'distanceAttenuation' ).onChange( ()=>{ groundReflector.distanceAttenuation = ssrPass.distanceAttenuation; } ); ssrPass.maxDistance = .1; groundReflector.maxDistance = ssrPass.maxDistance; folder.add( ssrPass, 'maxDistance' ).min( 0 ).max( .5 ).step( .001 ).onChange( ()=>{ groundReflector.maxDistance = ssrPass.maxDistance; } ); folder.add( params, 'otherMeshes' ).onChange( () => { if ( params.otherMeshes ) { otherMeshes.forEach( mesh => mesh.visible = true ); } else { otherMeshes.forEach( mesh => mesh.visible = false ); } } ); folder.add( ssrPass, 'bouncing' ); folder.add( ssrPass, 'output', { 'Default': SSRPass.OUTPUT.Default, 'SSR Only': SSRPass.OUTPUT.SSR, 'Beauty': SSRPass.OUTPUT.Beauty, 'Depth': SSRPass.OUTPUT.Depth, 'Normal': SSRPass.OUTPUT.Normal, 'Metalness': SSRPass.OUTPUT.Metalness, } ).onChange( function ( value ) { ssrPass.output = parseInt( value ); } ); ssrPass.opacity = 1; groundReflector.opacity = ssrPass.opacity; folder.add( ssrPass, 'opacity' ).min( 0 ).max( 1 ).onChange( ()=>{ groundReflector.opacity = ssrPass.opacity; } ); folder.add( ssrPass, 'blur' ); // folder.open() // gui.close() } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); composer.setSize( window.innerWidth, window.innerHeight ); groundReflector.getRenderTarget().setSize( window.innerWidth, window.innerHeight ); groundReflector.resolution.set( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); stats.begin(); render(); stats.end(); } function render() { if ( params.autoRotate ) { const timer = Date.now() * 0.0003; camera.position.x = Math.sin( timer ) * 0.5; camera.position.y = 0.2135; camera.position.z = Math.cos( timer ) * 0.5; camera.lookAt( 0, 0.0635, 0 ); } else { controls.update(); } if ( params.enableSSR ) { // TODO: groundReflector has full ground info, need use it to solve reflection gaps problem on objects when camera near ground. // TODO: the normal and depth info where groundReflector reflected need to be changed. composer.render(); } else { renderer.render( scene, camera ); } } </script> </body> </html>