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earthquake_3d_viewer_front/three/examples/webgpu_backdrop_area.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - WebGPU - Backdrop Area</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 Area
</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 { color, positionWorld, linearDepth, viewportLinearDepth, viewportSharedTexture, screenUV, hue, time, checker, uv, modelScale } from 'three/tsl';
import { hashBlur } from 'three/addons/tsl/display/hashBlur.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer;
let mixer, clock;
init();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 25 );
camera.position.set( 3, 2, 3 );
scene = new THREE.Scene();
scene.backgroundNode = hue( screenUV.y.mix( color( 0x66bbff ), color( 0x4466ff ) ), time.mul( 0.1 ) );
camera.lookAt( 0, 1, 0 );
clock = new THREE.Clock();
const ambient = new THREE.AmbientLight( 0xffffff, 2.5 );
scene.add( ambient );
// model
const loader = new GLTFLoader();
loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
const object = gltf.scene;
mixer = new THREE.AnimationMixer( object );
const action = mixer.clipAction( gltf.animations[ 0 ] );
action.play();
scene.add( object );
} );
// volume
// compare depth from viewportLinearDepth with linearDepth() to create a distance field
// viewportLinearDepth return the linear depth of the scene
// linearDepth() returns the linear depth of the mesh
const depthDistance = viewportLinearDepth.distance( linearDepth() );
const depthAlphaNode = depthDistance.oneMinus().smoothstep( .90, 2 ).mul( 10 ).saturate();
const depthBlurred = hashBlur( viewportSharedTexture(), depthDistance.smoothstep( 0, .6 ).mul( 40 ).clamp().mul( .1 ) );
const blurredBlur = new THREE.MeshBasicNodeMaterial();
blurredBlur.backdropNode = depthBlurred.add( depthAlphaNode.mix( color( 0x003399 ).mul( .3 ), 0 ) );
blurredBlur.transparent = true;
blurredBlur.side = THREE.DoubleSide;
const depthMaterial = new THREE.MeshBasicNodeMaterial();
depthMaterial.backdropNode = depthAlphaNode;
depthMaterial.transparent = true;
depthMaterial.side = THREE.DoubleSide;
const checkerMaterial = new THREE.MeshBasicNodeMaterial();
checkerMaterial.backdropNode = hashBlur( viewportSharedTexture(), .05 );
checkerMaterial.backdropAlphaNode = checker( uv().mul( 3 ).mul( modelScale.xy ) );
checkerMaterial.opacityNode = checkerMaterial.backdropAlphaNode;
checkerMaterial.transparent = true;
checkerMaterial.side = THREE.DoubleSide;
const pixelMaterial = new THREE.MeshBasicNodeMaterial();
pixelMaterial.backdropNode = viewportSharedTexture( screenUV.mul( 100 ).floor().div( 100 ) );
pixelMaterial.transparent = true;
// box / floor
const box = new THREE.Mesh( new THREE.BoxGeometry( 2, 2, 2 ), blurredBlur );
box.position.set( 0, 1, 0 );
box.renderOrder = 1;
scene.add( box );
const floor = new THREE.Mesh( new THREE.BoxGeometry( 5, .01, 5 ), new THREE.MeshBasicNodeMaterial( {
color: 0xff6600,
opacityNode: positionWorld.xz.distance( 0 ).oneMinus().clamp(),
transparent: true,
depthWrite: false
} ) );
floor.position.set( 0, 0, 0 );
scene.add( floor );
// renderer
renderer = new THREE.WebGPURenderer( /*{ antialias: true }*/ );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.NeutralToneMapping;
renderer.toneMappingExposure = .9;
document.body.appendChild( renderer.domElement );
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 1, 0 );
controls.update();
window.addEventListener( 'resize', onWindowResize );
// gui
const materials = {
'blurred': blurredBlur,
'depth': depthMaterial,
'checker': checkerMaterial,
'pixel': pixelMaterial
};
const gui = new GUI();
const options = { material: 'blurred' };
box.material = materials[ options.material ];
gui.add( box.scale, 'x', 0.1, 2, 0.01 );
gui.add( box.scale, 'z', 0.1, 2, 0.01 );
gui.add( options, 'material', Object.keys( materials ) ).onChange( name => {
box.material = materials[ name ];
} );
}
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 );
renderer.render( scene, camera );
}
</script>
</body>
</html>