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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - 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">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - postprocessing - ambient occlusion<br />
- <a href="https://skfb.ly/oCnNx" target="_blank" rel="noopener">Minimalistic Modern Bedroom</a> by
- <a href="https://sketchfab.com/dylanheyes" target="_blank" rel="noopener">dylanheyes</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.<br />
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.webgpu.js",
- "three/webgpu": "../build/three.webgpu.js",
- "three/tsl": "../build/three.tsl.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { pass, mrt, output, normalView } from 'three/tsl';
- import { ao } from 'three/addons/tsl/display/GTAONode.js';
- import { denoise } from 'three/addons/tsl/display/DenoiseNode.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
- import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- let camera, scene, renderer, postProcessing, controls;
- let aoPass, denoisePass, blendPassAO, blendPassDenoise, scenePassColor;
- const params = {
- distanceExponent: 1,
- distanceFallOff: 1,
- radius: 0.25,
- scale: 1,
- thickness: 1,
- denoised: false,
- enabled: true,
- denoiseRadius: 5,
- lumaPhi: 5,
- depthPhi: 5,
- normalPhi: 5
- };
- init();
- async function init() {
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 50 );
- camera.position.set( 1, 1.3, 5 );
- scene = new THREE.Scene();
- renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- document.body.appendChild( renderer.domElement );
- await renderer.init();
- const environment = new RoomEnvironment();
- const pmremGenerator = new THREE.PMREMGenerator( renderer );
- scene.background = new THREE.Color( 0x666666 );
- scene.environment = pmremGenerator.fromScene( environment ).texture;
- environment.dispose();
- pmremGenerator.dispose();
- //
- controls = new OrbitControls( camera, renderer.domElement );
- controls.target.set( 0, 0.5, - 1 );
- controls.update();
- controls.enablePan = false;
- controls.enableDamping = true;
- controls.minDistance = 2;
- controls.maxDistance = 8;
- //
- postProcessing = new THREE.PostProcessing( renderer );
- const scenePass = pass( scene, camera );
- scenePass.setMRT( mrt( {
- output: output,
- normal: normalView
- } ) );
- scenePassColor = scenePass.getTextureNode( 'output' );
- const scenePassNormal = scenePass.getTextureNode( 'normal' );
- const scenePassDepth = scenePass.getTextureNode( 'depth' );
- // ao
- aoPass = ao( scenePassDepth, scenePassNormal, camera );
- aoPass.resolutionScale = 0.5; // running AO in half resolution is often sufficient
- blendPassAO = aoPass.getTextureNode().mul( scenePassColor );
- // denoise (optional, use it if you need best quality but is has a noticeable hit on performance)
- denoisePass = denoise( aoPass.getTextureNode(), scenePassDepth, scenePassNormal, camera );
- blendPassDenoise = denoisePass.mul( scenePassColor );
- postProcessing.outputNode = blendPassAO;
- //
- const dracoLoader = new DRACOLoader();
- dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
- dracoLoader.setDecoderConfig( { type: 'js' } );
- const loader = new GLTFLoader();
- loader.setDRACOLoader( dracoLoader );
- loader.setPath( 'models/gltf/' );
- const gltf = await loader.loadAsync( 'minimalistic_modern_bedroom.glb' );
- const model = gltf.scene;
- model.position.set( 0, 1, 0 );
- scene.add( model );
- model.traverse( ( o ) => {
- // Transparent objects (e.g. loaded via GLTFLoader) might have "depthWrite" set to "false".
- // This is wanted when rendering the beauty pass however it produces wrong results when computing
- // AO since depth and normal data are out of sync. Computing normals from depth by not using MRT
- // can mitigate the issue although the depth information (and thus the normals) are not correct in
- // first place. Besides, normal estimation is computationally more expensive than just sampling a
- // normal texture. So depending on your scene, consider to enable "depthWrite" for all transparent objects.
- if ( o.material ) o.material.depthWrite = true;
- } );
- window.addEventListener( 'resize', onWindowResize );
- //
- const gui = new GUI();
- gui.title( 'AO settings' );
- gui.add( params, 'distanceExponent' ).min( 1 ).max( 4 ).onChange( updateParameters );
- gui.add( params, 'distanceFallOff' ).min( 0.01 ).max( 1 ).onChange( updateParameters );
- gui.add( params, 'radius' ).min( 0.01 ).max( 1 ).onChange( updateParameters );
- gui.add( params, 'scale' ).min( 0.01 ).max( 2 ).onChange( updateParameters );
- gui.add( params, 'thickness' ).min( 0.01 ).max( 2 ).onChange( updateParameters );
- gui.add( params, 'enabled' ).onChange( updatePassChain );
- const folder = gui.addFolder( 'Denoise settings' );
- folder.add( params, 'denoiseRadius' ).min( 0.01 ).max( 10 ).name( 'radius' ).onChange( updateParameters );
- folder.add( params, 'lumaPhi' ).min( 0.01 ).max( 10 ).onChange( updateParameters );
- folder.add( params, 'depthPhi' ).min( 0.01 ).max( 10 ).onChange( updateParameters );
- folder.add( params, 'normalPhi' ).min( 0.01 ).max( 10 ).onChange( updateParameters );
- folder.add( params, 'denoised' ).name( 'enabled' ).onChange( updatePassChain );
- }
- function updatePassChain() {
- if ( params.enabled === true ) {
- if ( params.denoised === true ) {
- postProcessing.outputNode = blendPassDenoise;
- } else {
- postProcessing.outputNode = blendPassAO;
- }
- } else {
- postProcessing.outputNode = scenePassColor;
- }
- postProcessing.needsUpdate = true;
- }
- function updateParameters() {
- aoPass.distanceExponent.value = params.distanceExponent;
- aoPass.distanceFallOff.value = params.distanceFallOff;
- aoPass.radius.value = params.radius;
- aoPass.scale.value = params.scale;
- aoPass.thickness.value = params.thickness;
- denoisePass.radius.value = params.denoiseRadius;
- denoisePass.lumaPhi.value = params.lumaPhi;
- denoisePass.depthPhi.value = params.depthPhi;
- denoisePass.normalPhi.value = params.normalPhi;
- }
- function onWindowResize() {
- const width = window.innerWidth;
- const height = window.innerHeight;
- camera.aspect = width / height;
- camera.updateProjectionMatrix();
- renderer.setSize( width, height );
- }
- function animate() {
- controls.update();
- postProcessing.render();
- }
- </script>
- </body>
- </html>
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