我一直试图让SSAO后期处理着色器与最新的(r77)版本的three.js一起使用。我一直在使用EffectComposer,代码完全从示例页面重复:
http://threejs.org/examples/webgl_postprocessing_ssao.html
相关代码是:
var renderPass = new THREE.RenderPass( Engine.scene, Engine.camera );
ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
ssaoPass.renderToScreen = true;
// ...various ShaderPass setup parameters
Engine.effectComposer = new THREE.EffectComposer( Engine.renderer );
Engine.effectComposer.addPass(renderPass);
Engine.effectComposer.addPass(ssaoPass);
我遇到的问题是SSAO似乎不适用于SkinnedMeshes。在执行蒙皮计算之前,它似乎考虑了网格的位置。
看起来像这样:
Problem with SSAO on SkinnedMesh
有没有人对最新版本有这方面的经验?我到处都看了,但找不到任何关于如何开始解决这个问题的文档。
我在另一个SO帖子(ThreeJS SSAO Shader w/ Skinned/Animated Models)中发现了对此的修复,但该解决方案已被弃用。
提前致谢,并乐意在需要时详细介绍。
根据要求,以下是simple demo page的完整代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<script type="text/javascript" src="js/libs/jquery.min.js"></script>
<script type="text/javascript" src="js/libs/three.min.js"></script>
<script type="text/javascript" src="js/libs/postprocessing/CopyShader.js"></script>
<script type="text/javascript" src="js/libs/postprocessing/EffectComposer.js"></script>
<script type="text/javascript" src="js/libs/postprocessing/MaskPass.js"></script>
<script type="text/javascript" src="js/libs/postprocessing/RenderPass.js"></script>
<script type="text/javascript" src="js/libs/postprocessing/ShaderPass.js"></script>
<script type="text/javascript" src="js/libs/postprocessing/DotScreenShader.js"></script>
<script type="text/javascript" src="js/libs/postprocessing/SSAOShader.js"></script>
<link rel="stylesheet" type="text/css" href="demo.css" />
</head>
<body>
<div id="demo-container"></div>
</body>
</html>
<script>
$(document).ready(function() {
window.doPostPro = 0;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 1, 1000);
camera.position.set(0, 200, 200);
camera.lookAt(new THREE.Vector3(0, 0, 0));
clock = new THREE.Clock();
// Setup the renderer.
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0xFFFFFF );
function setupPostProcessing() {
// Setup render pass
var renderPass = new THREE.RenderPass( scene, camera );
// Setup depth pass
depthMaterial = new THREE.MeshDepthMaterial();
depthMaterial.depthPacking = THREE.RGBADepthPacking;
depthMaterial.blending = THREE.NoBlending;
depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
stencilBuffer: true
});
// Setup SSAO pass
ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
ssaoPass.renderToScreen = true;
//ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
ssaoPass.uniforms[ "tDepth" ].value = depthRenderTarget.texture;
ssaoPass.uniforms[ 'size' ].value.set( window.innerWidth, window.innerHeight );
ssaoPass.uniforms[ 'cameraNear' ].value = camera.near;
ssaoPass.uniforms[ 'cameraFar' ].value = camera.far;
//ssaoPass.uniforms[ 'onlyAO' ].value = ( postprocessing.renderMode == 1 );
ssaoPass.uniforms[ 'aoClamp' ].value = 0.3;
ssaoPass.uniforms[ 'lumInfluence' ].value = 0.5;
// Add pass to effect composer
effectComposer = new THREE.EffectComposer( renderer );
effectComposer.addPass( renderPass );
effectComposer.addPass( ssaoPass );
};
setupPostProcessing();
// Load the mesh.
var loader = new THREE.JSONLoader();
loader.load( "js/zombie.js", function( geometry, materials ) {
var originalMaterial = materials[ 0 ];
originalMaterial.skinning = true;
geometry.computeVertexNormals();
var mesh = new THREE.SkinnedMesh(geometry, originalMaterial);
window.animMixer = new THREE.AnimationMixer(mesh);
var animAction = animMixer.clipAction(geometry.animations[0]);
animAction.play();
scene.add(mesh);
});
var ambientLight = new THREE.AmbientLight( 0xCCCCCC );
scene.add( ambientLight );
$("#demo-container").append( renderer.domElement );
function render() {
if ( doPostPro ) {
// Render depth into depthRenderTarget
scene.overrideMaterial = depthMaterial;
renderer.render( scene, camera, depthRenderTarget, true );
// Render renderPass and SSAO shaderPass
scene.overrideMaterial = null;
effectComposer.render();
}
else {
renderer.render( scene, camera );
}
}
function animate() {
requestAnimationFrame( animate );
if ( window.animMixer != undefined ) {
var deltaTime = clock.getDelta();
animMixer.update(deltaTime);
}
render();
}
animate();
$(document).keyup(function(e) {
// P is pressed.
if ( e.which == 80 ) {
window.doPostPro = !window.doPostPro;
}
});
});
</script>
答案 0 :(得分:0)
如果要进行蒙皮,并在渲染循环中使用此模式
// Render depth into depthRenderTarget
scene.overrideMaterial = depthMaterial;
renderer.render( scene, camera, depthRenderTarget, true );
你必须确保设置
depthMaterial.skinning = true;
事情是,如果场景中还有其他元素没有蒙皮,那么这样做会抛出错误。在这种情况下,这可能是一个必须解决的three.js设计问题。
three.js r.77