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earthquake_3d_viewer_front/three/examples/webgpu_layers.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - layers</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 layers
</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 { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { positionLocal, time, mod, instancedBufferAttribute, rotate, screenUV, color, vec2 } from 'three/tsl';
let camera, scene, renderer;
init();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.layers.enable( 0 ); // enabled by default
camera.layers.enable( 1 );
camera.layers.enable( 2 );
camera.position.z = 10;
scene = new THREE.Scene();
const horizontalEffect = screenUV.x.mix( color( 0xf996ae ), color( 0xf6f0a3 ) );
const lightEffect = screenUV.distance( vec2( 0.5, 1.0 ) ).oneMinus().mul( color( 0xd9b6fd ) );
scene.backgroundNode = horizontalEffect.add( lightEffect );
const sprite = new THREE.TextureLoader().load( 'textures/sprites/blossom.png' );
sprite.colorSpace = THREE.SRGBColorSpace;
const count = 2500;
const geometry = new THREE.PlaneGeometry( 0.25, 0.25 );
const colors = [ 0xD70654, 0xFFD95F, 0xB8D576 ];
for ( let i = 0; i < 3; i ++ ) {
const particles = new THREE.Mesh( geometry, getMaterial( count, colors[ i ], sprite ) );
particles.layers.set( i );
particles.count = count;
scene.add( particles );
}
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
// GUI
const layers = {
'toggle red': function () {
camera.layers.toggle( 0 );
},
'toggle yellow': function () {
camera.layers.toggle( 1 );
},
'toggle green': function () {
camera.layers.toggle( 2 );
},
'enable all': function () {
camera.layers.enableAll();
},
'disable all': function () {
camera.layers.disableAll();
}
};
const gui = new GUI();
gui.add( layers, 'toggle red' );
gui.add( layers, 'toggle yellow' );
gui.add( layers, 'toggle green' );
gui.add( layers, 'enable all' );
gui.add( layers, 'disable all' );
//
window.addEventListener( 'resize', onWindowResize );
}
function getMaterial( count, color, sprite ) {
// instance data
const positions = [];
const rotations = [];
const directions = [];
const timeOffsets = [];
const v = new THREE.Vector3();
for ( let i = 0; i < count; i ++ ) {
positions.push(
THREE.MathUtils.randFloat( - 25, - 20 ),
THREE.MathUtils.randFloat( - 10, 50 ),
THREE.MathUtils.randFloat( - 5, 5 )
);
v.set( THREE.MathUtils.randFloat( 0.7, 0.9 ), THREE.MathUtils.randFloat( - 0.3, - 0.15 ), 0 ).normalize();
rotations.push( Math.random(), Math.random(), Math.random() );
directions.push( v.x, v.y, v.z );
timeOffsets.push( i / count );
}
const positionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( positions ), 3 );
const rotationAttribute = new THREE.InstancedBufferAttribute( new Float32Array( rotations ), 3 );
const directionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( directions ), 3 );
const timeAttribute = new THREE.InstancedBufferAttribute( new Float32Array( timeOffsets ), 1 );
// material
const material = new THREE.MeshBasicNodeMaterial( {
color: color,
map: sprite,
alphaMap: sprite,
alphaTest: 0.1,
side: THREE.DoubleSide,
forceSinglePass: true
} );
// TSL
const instancePosition = instancedBufferAttribute( positionAttribute );
const instanceDirection = instancedBufferAttribute( directionAttribute );
const instanceRotation = instancedBufferAttribute( rotationAttribute );
const localTime = instancedBufferAttribute( timeAttribute ).add( time.mul( 0.02 ) );
const modTime = mod( localTime, 1.0 );
const rotatedPositon = rotate( positionLocal, instanceRotation.mul( modTime.mul( 20 ) ) );
material.positionNode = rotatedPositon.add( instancePosition ).add( instanceDirection.mul( modTime.mul( 50 ) ) );
return material;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
renderer.render( scene, camera );
}
</script>
</body>
</html>