簡體   English   中英

Three.js和sao

[英]Three.js and ssao

我無法在Three.js中使用ssao。 我嘗試遵循webgl_postprocessing_dof.html示例:這是initPostprocessing函數

function initPostprocessing() {
    postprocessing.scene = new THREE.Scene();

    postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2,  window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
    postprocessing.camera.position.z = 100;             

    postprocessing.scene.add( postprocessing.camera );

    var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
    postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );  //modifier 500
    postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );

    var ssao_shader = new THREE.ShaderMaterial(THREE.ShaderExtras[ "ssao" ]);  //modification

    postprocessing.ssao_uniforms = THREE.UniformsUtils.clone( ssao_shader.uniforms );
    postprocessing.ssao_uniforms[ "tDepth" ].value=1;
    postprocessing.ssao_uniforms[ "tDiffuse" ].value=1;
    postprocessing.ssao_uniforms[ "fogEnabled" ].value=1;
    postprocessing.ssao_uniforms[ "fogFar" ].value=100;
    postprocessing.ssao_uniforms[ "fogNear" ].value=0;
    postprocessing.ssao_uniforms[ "onlyAO" ].value=0;
    postprocessing.ssao_uniforms[ "aoClamp" ].value=0.1;
    postprocessing.ssao_uniforms[ "lumInfluence" ].value=0.1;

    postprocessing.materialSSAO = new THREE.ShaderMaterial( {
        uniforms: postprocessing.ssao_uniforms,
        vertexShader: ssao_shader.vertexShader,
        fragmentShader: ssao_shader.fragmentShader
    });

}

和render函數:

function render() {
    renderer.clear();

    // Render depth into texture                    
    scene.overrideMaterial=material_depth;
    renderer.render( scene, camera, postprocessing.rtTextureDepth, true );

    // Render color into texture
    scene.overrideMaterial = null;
    renderer.render( scene, camera, postprocessing.rtTextureColor);

    // 
    postprocessing.materialSSAO.uniforms[ "tDepth" ].texture=postprocessing.rtTextureDepth;
    postprocessing.materialSSAO.uniforms[ "tDiffuse" ].texture=postprocessing.rtTextureColor;
    postprocessing.scene.overrideMaterial = postprocessing.materialSSAO;
    renderer.render( postprocessing.scene, postprocessing.camera );
}

也許我誤會了一些東西。

我不相信您可以按照自己的方式使用SSAO着色器作為材質。 將材料與幾何體結合以繪制網格。 其中,SSAO着色器旨在將其輸出繪制在多個幾何圖形之上而不是在多個幾何圖形之上。

通常,您將使用效果作曲家類來完成此任務。

composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( postprocessing.scene, postprocessing.camera ) );

然后不創建材質而是將SSAO作為着色器添加到作曲家並渲染到屏幕

var effect = new THREE.ShaderPass( THREE.SSAOShader );
effect.uniforms[ 'tDepth' ].value = postprocessing.rtTextureDepth;
effect.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
effect.uniforms[ 'cameraNear' ].value = postprocessing.camera.near;
effect.uniforms[ 'cameraFar' ].value = postprocessing.camera.far;
effect.renderToScreen = true;
composer.addPass( effect );

最后,在render函數中,使用composer進行渲染,而不是使用renderer

function render(){
    scene.overrideMaterial = material_depth;
    renderer.render( postprocessing.scene, postprocessing.camera, postprocessing.rtTextureDepth );
    scene.overrideMaterial = null;
    composer.render();
}

這也消除了使用單獨的漫反射對象的必要,因為作曲者會通過渲染過程為您處理。

有關不帶插件的SSAO的完整示例,請通過alteredqualia查看此示例: http ://bit.ly/ZIPj2J

暫無
暫無

聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.

 
粵ICP備18138465號  © 2020-2024 STACKOOM.COM