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earthquake_3d_viewer_front/three/examples/webgpu_backdrop.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - WebGPU - Backdrop</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 - Backdrop
</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 { float, vec3, color, viewportSharedTexture, hue, blendOverlay, posterize, grayscale, saturation, viewportSafeUV, screenUV, checker, uv, time, oscSine, output } from 'three/tsl';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer;
let portals, rotate = true;
let mixer, clock;
init();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.set( 1, 2, 3 );
scene = new THREE.Scene();
scene.backgroundNode = screenUV.y.mix( color( 0x66bbff ), color( 0x4466ff ) );
camera.lookAt( 0, 1, 0 );
clock = new THREE.Clock();
// lights
const light = new THREE.SpotLight( 0xffffff, 1 );
light.power = 2000;
camera.add( light );
scene.add( camera );
const loader = new GLTFLoader();
loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
const object = gltf.scene;
mixer = new THREE.AnimationMixer( object );
const material = object.children[ 0 ].children[ 0 ].material;
material.outputNode = oscSine( time.mul( .1 ) ).mix( output, posterize( output.add( .1 ), 4 ).mul( 2 ) );
const action = mixer.clipAction( gltf.animations[ 0 ] );
action.play();
scene.add( object );
} );
// portals
const geometry = new THREE.SphereGeometry( .3, 32, 16 );
portals = new THREE.Group();
scene.add( portals );
function addBackdropSphere( backdropNode, backdropAlphaNode = null ) {
const distance = 1;
const id = portals.children.length;
const rotation = THREE.MathUtils.degToRad( id * 45 );
const material = new THREE.MeshStandardNodeMaterial( { color: 0x0066ff } );
material.roughnessNode = float( .2 );
material.metalnessNode = float( 0 );
material.backdropNode = backdropNode;
material.backdropAlphaNode = backdropAlphaNode;
material.transparent = true;
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set(
Math.cos( rotation ) * distance,
1,
Math.sin( rotation ) * distance
);
portals.add( mesh );
}
addBackdropSphere( hue( viewportSharedTexture().bgr, oscSine().mul( Math.PI ) ) );
addBackdropSphere( viewportSharedTexture().rgb.oneMinus() );
addBackdropSphere( grayscale( viewportSharedTexture().rgb ) );
addBackdropSphere( saturation( viewportSharedTexture().rgb, 10 ), oscSine() );
addBackdropSphere( blendOverlay( viewportSharedTexture().rgb, checker( uv().mul( 10 ) ) ) );
addBackdropSphere( viewportSharedTexture( viewportSafeUV( screenUV.mul( 40 ).floor().div( 40 ) ) ) );
addBackdropSphere( viewportSharedTexture( viewportSafeUV( screenUV.mul( 80 ).floor().div( 80 ) ) ).add( color( 0x0033ff ) ) );
addBackdropSphere( vec3( 0, 0, viewportSharedTexture().b ) );
// renderer
renderer = new THREE.WebGPURenderer( { antialias: false } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.NeutralToneMapping;
renderer.toneMappingExposure = 0.3;
document.body.appendChild( renderer.domElement );
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 1, 0 );
controls.addEventListener( 'start', () => rotate = false );
controls.addEventListener( 'end', () => rotate = true );
controls.update();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
const delta = clock.getDelta();
if ( mixer ) mixer.update( delta );
if ( rotate ) portals.rotation.y += delta * 0.5;
renderer.render( scene, camera );
}
</script>
</body>
</html>