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164 lines
4.5 KiB
HTML
164 lines
4.5 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - custom fog</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - custom fog
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { color, fog, float, positionWorld, triNoise3D, positionView, normalWorld, uniform } from 'three/tsl';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let camera, scene, renderer;
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let controls;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 600 );
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camera.position.set( 30, 15, 30 );
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scene = new THREE.Scene();
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// custom fog
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const skyColor = color( 0xf0f5f5 );
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const groundColor = color( 0xd0dee7 );
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const fogNoiseDistance = positionView.z.negate().smoothstep( 0, camera.far - 300 );
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const distance = fogNoiseDistance.mul( 20 ).max( 4 );
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const alpha = .98;
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const groundFogArea = float( distance ).sub( positionWorld.y ).div( distance ).pow( 3 ).saturate().mul( alpha );
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// a alternative way to create a TimerNode
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const timer = uniform( 0 ).onFrameUpdate( ( frame ) => frame.time );
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const fogNoiseA = triNoise3D( positionWorld.mul( .005 ), 0.2, timer );
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const fogNoiseB = triNoise3D( positionWorld.mul( .01 ), 0.2, timer.mul( 1.2 ) );
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const fogNoise = fogNoiseA.add( fogNoiseB ).mul( groundColor );
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// apply custom fog
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scene.fogNode = fog( fogNoiseDistance.oneMinus().mix( groundColor, fogNoise ), groundFogArea );
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scene.backgroundNode = normalWorld.y.max( 0 ).mix( groundColor, skyColor );
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// builds
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const buildWindows = positionWorld.y.mul( 10 ).floor().mod( 4 ).sign().mix( color( 0x000066 ).add( fogNoiseDistance ), color( 0xffffff ) );
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const buildGeometry = new THREE.BoxGeometry( 1, 1, 1 );
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const buildMaterial = new THREE.MeshPhongNodeMaterial( {
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colorNode: buildWindows
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} );
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const buildMesh = new THREE.InstancedMesh( buildGeometry, buildMaterial, 4000 );
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scene.add( buildMesh );
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const dummy = new THREE.Object3D();
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const center = new THREE.Vector3();
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for ( let i = 0; i < buildMesh.count; i ++ ) {
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const scaleY = Math.random() * 7 + .5;
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dummy.position.x = Math.random() * 600 - 300;
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dummy.position.z = Math.random() * 600 - 300;
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const distance = Math.max( dummy.position.distanceTo( center ) * .012, 1 );
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dummy.position.y = .5 * scaleY * distance;
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dummy.scale.x = dummy.scale.z = Math.random() * 3 + .5;
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dummy.scale.y = scaleY * distance;
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dummy.updateMatrix();
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buildMesh.setMatrixAt( i, dummy.matrix );
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}
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// lights
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scene.add( new THREE.HemisphereLight( skyColor.value, groundColor.value, 0.5 ) );
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// geometry
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const planeGeometry = new THREE.PlaneGeometry( 200, 200 );
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const planeMaterial = new THREE.MeshPhongMaterial( {
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color: 0x999999
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} );
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const ground = new THREE.Mesh( planeGeometry, planeMaterial );
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ground.rotation.x = - Math.PI / 2;
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ground.scale.multiplyScalar( 3 );
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ground.castShadow = true;
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ground.receiveShadow = true;
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scene.add( ground );
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// renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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document.body.appendChild( renderer.domElement );
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// controls
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controls = new OrbitControls( camera, renderer.domElement );
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controls.target.set( 0, 2, 0 );
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controls.minDistance = 7;
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controls.maxDistance = 100;
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controls.maxPolarAngle = Math.PI / 2;
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controls.autoRotate = true;
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controls.autoRotateSpeed = .1;
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controls.update();
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window.addEventListener( 'resize', resize );
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}
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function resize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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controls.update();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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