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<!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>