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earthquake_3d_viewer_front/three/examples/webgpu_materials_envmaps_bp...

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - materials - bpcem</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 - box projected cube environment mapping (BPCEM)<br/>
</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 { bumpMap, float, getParallaxCorrectNormal, pmremTexture, reflectVector, texture, uniform, vec3 } from 'three/tsl';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RectAreaLightHelper } from 'three/addons/helpers/RectAreaLightHelper.js';
import { RectAreaLightTexturesLib } from 'three/addons/lights/RectAreaLightTexturesLib.js';
let camera, scene, renderer;
let controls, cubeCamera;
let groundPlane, wallMat;
init();
function init() {
THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( 0, 200, - 200 );
// cube camera for environment map
const renderTarget = new THREE.WebGLCubeRenderTarget( 512 );
renderTarget.texture.type = THREE.HalfFloatType;
renderTarget.texture.minFilter = THREE.LinearMipmapLinearFilter;
renderTarget.texture.magFilter = THREE.LinearFilter;
renderTarget.texture.generateMipmaps = true;
renderTarget.texture.mapping = THREE.CubeReflectionMapping;
cubeCamera = new THREE.CubeCamera( 1, 1000, renderTarget );
cubeCamera.position.set( 0, - 100, 0 );
// ground floor ( with box projected environment mapping )
const loader = new THREE.TextureLoader();
const rMap = loader.load( 'textures/lava/lavatile.jpg' );
rMap.wrapS = THREE.RepeatWrapping;
rMap.wrapT = THREE.RepeatWrapping;
rMap.repeat.set( 2, 1 );
const roughnessUniform = uniform( 0.25 );
const defaultMat = new THREE.MeshStandardNodeMaterial();
defaultMat.envNode = pmremTexture( renderTarget.texture );
defaultMat.roughnessNode = texture( rMap ).mul( roughnessUniform );
defaultMat.metalnessNode = float( 1 );
const boxProjectedMat = new THREE.MeshStandardNodeMaterial();
boxProjectedMat.envNode = pmremTexture( renderTarget.texture, getParallaxCorrectNormal( reflectVector, vec3( 200, 100, 100 ), vec3( 0, - 50, 0 ) ) );
boxProjectedMat.roughnessNode = texture( rMap ).mul( roughnessUniform );
boxProjectedMat.metalnessNode = float( 1 );
groundPlane = new THREE.Mesh( new THREE.PlaneGeometry( 200, 100, 100 ), boxProjectedMat );
groundPlane.rotateX( - Math.PI / 2 );
groundPlane.position.set( 0, - 49, 0 );
scene.add( groundPlane );
// walls
const diffuseTex = loader.load( 'textures/brick_diffuse.jpg' );
diffuseTex.colorSpace = THREE.SRGBColorSpace;
const bumpTex = loader.load( 'textures/brick_bump.jpg' );
wallMat = new THREE.MeshStandardNodeMaterial();
wallMat.colorNode = texture( diffuseTex );
wallMat.normalNode = bumpMap( texture( bumpTex ), float( 5 ) );
const planeGeo = new THREE.PlaneGeometry( 100, 100 );
const planeBack1 = new THREE.Mesh( planeGeo, wallMat );
planeBack1.position.z = - 50;
planeBack1.position.x = - 50;
scene.add( planeBack1 );
const planeBack2 = new THREE.Mesh( planeGeo, wallMat );
planeBack2.position.z = - 50;
planeBack2.position.x = 50;
scene.add( planeBack2 );
const planeFront1 = new THREE.Mesh( planeGeo, wallMat );
planeFront1.position.z = 50;
planeFront1.position.x = - 50;
planeFront1.rotateY( Math.PI );
scene.add( planeFront1 );
const planeFront2 = new THREE.Mesh( planeGeo, wallMat );
planeFront2.position.z = 50;
planeFront2.position.x = 50;
planeFront2.rotateY( Math.PI );
scene.add( planeFront2 );
const planeRight = new THREE.Mesh( planeGeo, wallMat );
planeRight.position.x = 100;
planeRight.rotateY( - Math.PI / 2 );
scene.add( planeRight );
const planeLeft = new THREE.Mesh( planeGeo, wallMat );
planeLeft.position.x = - 100;
planeLeft.rotateY( Math.PI / 2 );
scene.add( planeLeft );
// area lights
const width = 50;
const height = 50;
const intensity = 5;
const blueRectLight = new THREE.RectAreaLight( 0x9aaeff, intensity, width, height );
blueRectLight.position.set( - 99, 5, 0 );
blueRectLight.lookAt( 0, 5, 0 );
scene.add( blueRectLight );
const blueRectLightHelper = new RectAreaLightHelper( blueRectLight, 0xffffff );
blueRectLight.add( blueRectLightHelper );
const redRectLight = new THREE.RectAreaLight( 0xf3aaaa, intensity, width, height );
redRectLight.position.set( 99, 5, 0 );
redRectLight.lookAt( 0, 5, 0 );
scene.add( redRectLight );
const redRectLightHelper = new RectAreaLightHelper( redRectLight, 0xffffff );
redRectLight.add( redRectLightHelper );
// renderer
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
// controls
controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, - 10, 0 );
controls.maxDistance = 400;
controls.minDistance = 10;
controls.update();
// gui
const gui = new GUI();
const params = {
'box projected': true
};
gui.add( params, 'box projected' ).onChange( ( value ) => {
groundPlane.material = ( value ) ? boxProjectedMat : defaultMat;
} );
gui.add( roughnessUniform, 'value', 0, 1 ).name( 'roughness' );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function updateCubeMap() {
groundPlane.visible = false;
cubeCamera.position.copy( groundPlane.position );
cubeCamera.update( renderer, scene );
groundPlane.visible = true;
}
function animate() {
updateCubeMap();
renderer.render( scene, camera );
}
</script>
</body>
</html>