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earthquake_3d_viewer_front/three/examples/webgpu_backdrop_water.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - WebGPU - Backdrop Water</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 Water
</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, vec2, pass, linearDepth, normalWorld, triplanarTexture, texture, objectPosition, screenUV, viewportLinearDepth, viewportDepthTexture, viewportSharedTexture, mx_worley_noise_float, positionWorld, time } from 'three/tsl';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer;
let mixer, objects, clock;
let model, floor, floorPosition;
let postProcessing;
let controls;
let stats;
init();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
camera.position.set( 3, 2, 4 );
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x0487e2, 7, 25 );
scene.backgroundNode = normalWorld.y.mix( color( 0x0487e2 ), color( 0x0066ff ) );
camera.lookAt( 0, 1, 0 );
const sunLight = new THREE.DirectionalLight( 0xFFE499, 5 );
sunLight.castShadow = true;
sunLight.shadow.camera.near = .1;
sunLight.shadow.camera.far = 5;
sunLight.shadow.camera.right = 2;
sunLight.shadow.camera.left = - 2;
sunLight.shadow.camera.top = 1;
sunLight.shadow.camera.bottom = - 2;
sunLight.shadow.mapSize.width = 2048;
sunLight.shadow.mapSize.height = 2048;
sunLight.shadow.bias = - 0.001;
sunLight.position.set( .5, 3, .5 );
const waterAmbientLight = new THREE.HemisphereLight( 0x333366, 0x74ccf4, 5 );
const skyAmbientLight = new THREE.HemisphereLight( 0x74ccf4, 0, 1 );
scene.add( sunLight );
scene.add( skyAmbientLight );
scene.add( waterAmbientLight );
clock = new THREE.Clock();
// animated model
const loader = new GLTFLoader();
loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
model = gltf.scene;
model.children[ 0 ].children[ 0 ].castShadow = true;
mixer = new THREE.AnimationMixer( model );
const action = mixer.clipAction( gltf.animations[ 0 ] );
action.play();
scene.add( model );
} );
// objects
const textureLoader = new THREE.TextureLoader();
const iceDiffuse = textureLoader.load( './textures/water.jpg' );
iceDiffuse.wrapS = THREE.RepeatWrapping;
iceDiffuse.wrapT = THREE.RepeatWrapping;
iceDiffuse.colorSpace = THREE.NoColorSpace;
const iceColorNode = triplanarTexture( texture( iceDiffuse ) ).add( color( 0x0066ff ) ).mul( .8 );
const geometry = new THREE.IcosahedronGeometry( 1, 3 );
const material = new THREE.MeshStandardNodeMaterial( { colorNode: iceColorNode } );
const count = 100;
const scale = 3.5;
const column = 10;
objects = new THREE.Group();
for ( let i = 0; i < count; i ++ ) {
const x = i % column;
const y = i / column;
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( x * scale, 0, y * scale );
mesh.rotation.set( Math.random(), Math.random(), Math.random() );
objects.add( mesh );
}
objects.position.set(
( ( column - 1 ) * scale ) * - .5,
- 1,
( ( count / column ) * scale ) * - .5
);
scene.add( objects );
// water
const timer = time.mul( .8 );
const floorUV = positionWorld.xzy;
const waterLayer0 = mx_worley_noise_float( floorUV.mul( 4 ).add( timer ) );
const waterLayer1 = mx_worley_noise_float( floorUV.mul( 2 ).add( timer ) );
const waterIntensity = waterLayer0.mul( waterLayer1 );
const waterColor = waterIntensity.mul( 1.4 ).mix( color( 0x0487e2 ), color( 0x74ccf4 ) );
// linearDepth() returns the linear depth of the mesh
const depth = linearDepth();
const depthWater = viewportLinearDepth.sub( depth );
const depthEffect = depthWater.remapClamp( - .002, .04 );
const refractionUV = screenUV.add( vec2( 0, waterIntensity.mul( .1 ) ) );
// linearDepth( viewportDepthTexture( uv ) ) return the linear depth of the scene
const depthTestForRefraction = linearDepth( viewportDepthTexture( refractionUV ) ).sub( depth );
const depthRefraction = depthTestForRefraction.remapClamp( 0, .1 );
const finalUV = depthTestForRefraction.lessThan( 0 ).select( screenUV, refractionUV );
const viewportTexture = viewportSharedTexture( finalUV );
const waterMaterial = new THREE.MeshBasicNodeMaterial();
waterMaterial.colorNode = waterColor;
waterMaterial.backdropNode = depthEffect.mix( viewportSharedTexture(), viewportTexture.mul( depthRefraction.mix( 1, waterColor ) ) );
waterMaterial.backdropAlphaNode = depthRefraction.oneMinus();
waterMaterial.transparent = true;
const water = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), waterMaterial );
water.position.set( 0, 0, 0 );
scene.add( water );
// floor
floor = new THREE.Mesh( new THREE.CylinderGeometry( 1.1, 1.1, 10 ), new THREE.MeshStandardNodeMaterial( { colorNode: iceColorNode } ) );
floor.position.set( 0, - 5, 0 );
scene.add( floor );
// caustics
const waterPosY = positionWorld.y.sub( water.position.y );
let transition = waterPosY.add( .1 ).saturate().oneMinus();
transition = waterPosY.lessThan( 0 ).select( transition, normalWorld.y.mix( transition, 0 ) ).toVar();
const colorNode = transition.mix( material.colorNode, material.colorNode.add( waterLayer0 ) );
//material.colorNode = colorNode;
floor.material.colorNode = colorNode;
// renderer
renderer = new THREE.WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 1;
controls.maxDistance = 10;
controls.maxPolarAngle = Math.PI * 0.9;
controls.autoRotate = true;
controls.autoRotateSpeed = 1;
controls.target.set( 0, .2, 0 );
controls.update();
// gui
const gui = new GUI();
floorPosition = new THREE.Vector3( 0, .2, 0 );
gui.add( floorPosition, 'y', - 1, 1, .001 ).name( 'position' );
// post processing
const scenePass = pass( scene, camera );
const scenePassColor = scenePass.getTextureNode();
const scenePassDepth = scenePass.getLinearDepthNode().remapClamp( .3, .5 );
const waterMask = objectPosition( camera ).y.greaterThan( screenUV.y.sub( .5 ).mul( camera.near ) );
const scenePassColorBlurred = gaussianBlur( scenePassColor );
scenePassColorBlurred.directionNode = waterMask.select( scenePassDepth, scenePass.getLinearDepthNode().mul( 5 ) );
const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
postProcessing = new THREE.PostProcessing( renderer );
postProcessing.outputNode = waterMask.select( scenePassColorBlurred, scenePassColorBlurred.mul( color( 0x74ccf4 ) ).mul( vignette ) );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
stats.update();
controls.update();
const delta = clock.getDelta();
floor.position.y = floorPosition.y - 5;
if ( model ) {
mixer.update( delta );
model.position.y = floorPosition.y;
}
for ( const object of objects.children ) {
object.position.y = Math.sin( clock.elapsedTime + object.id ) * .3;
object.rotation.y += delta * .3;
}
postProcessing.render();
}
</script>
</body>
</html>