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earthquake_3d_viewer_front/three/examples/webgpu_postprocessing_after...

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - postprocessing afterimage</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> - postprocessing - after image<br />
Based on <a href="https://web.archive.org/web/20220629101314/http://oos.moxiecode.com/js_webgl/spiral/" target="_blank" rel="noopener">Particle Spiral</a>
by <a href="https://github.com/oosmoxiecode" target="_blank" rel="noopener">oosmoxiecode</a>
</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 { instancedBufferAttribute, mod, pass, texture, float, time, vec2, vec3, vec4, sin, cos } from 'three/tsl';
import { afterImage } from 'three/addons/tsl/display/AfterImageNode.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, particles, stats;
let postProcessing, afterImagePass, scenePass;
const params = {
damp: 0.8,
enabled: true
};
init();
function init() {
renderer = new THREE.WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
const sprite = new THREE.TextureLoader().load( 'textures/sprites/circle.png' );
// geometry
const radius = 600;
const count = 50000;
const vertex = new THREE.Vector3();
const color = new THREE.Color();
const colors = [];
const vertices = [];
const timeOffsets = [];
for ( var i = 0; i < count; i ++ ) {
getRandomPointOnSphere( radius, vertex );
vertices.push( vertex.x, vertex.y, vertex.z );
color.setHSL( i / count, 0.7, 0.7, THREE.SRGBColorSpace );
colors.push( color.r, color.g, color.b );
timeOffsets.push( i / count );
}
const positionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( vertices ), 3 );
const colorAttribute = new THREE.InstancedBufferAttribute( new Float32Array( colors ), 3 );
const timeAttribute = new THREE.InstancedBufferAttribute( new Float32Array( timeOffsets ), 1 );
// material and TSL
const material = new THREE.SpriteNodeMaterial( { blending: THREE.AdditiveBlending, depthWrite: false } );
const localTime = instancedBufferAttribute( timeAttribute ).add( time.mul( 0.1 ) );
const modTime = mod( localTime, 1.0 );
const accTime = modTime.mul( modTime );
const angle = accTime.mul( 40.0 );
const pulse = vec2( sin( angle ).mul( 20.0 ), cos( angle ).mul( 20.0 ) );
const pos = instancedBufferAttribute( positionAttribute );
const animated = vec3( pos.x.mul( accTime ).add( pulse.x ), pos.y.mul( accTime ).add( pulse.y ), pos.z.mul( accTime ).mul( 1.75 ) );
const fAlpha = modTime.oneMinus().mul( 2.0 );
material.colorNode = texture( sprite ).mul( vec4( instancedBufferAttribute( colorAttribute ), fAlpha ) );
material.positionNode = animated;
material.scaleNode = float( 2 );
particles = new THREE.Sprite( material );
particles.count = count;
scene.add( particles );
// postprocessing
postProcessing = new THREE.PostProcessing( renderer );
scenePass = pass( scene, camera );
afterImagePass = afterImage( scenePass, params.damp );
postProcessing.outputNode = afterImagePass;
//
const gui = new GUI( { title: 'Damp setting' } );
gui.add( afterImagePass.damp, 'value', 0.25, 1 );
gui.add( params, 'enabled' ).onChange( updatePassChain );
//
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
}
function updatePassChain() {
if ( params.enabled === true ) {
postProcessing.outputNode = afterImagePass;
} else {
postProcessing.outputNode = scenePass;
}
postProcessing.needsUpdate = true;
}
function getRandomPointOnSphere( r, v ) {
const angle = Math.random() * Math.PI * 2;
const u = Math.random() * 2 - 1;
v.set(
Math.cos( angle ) * Math.sqrt( 1 - Math.pow( u, 2 ) ) * r,
Math.sin( angle ) * Math.sqrt( 1 - Math.pow( u, 2 ) ) * r,
u * r
);
return v;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate( time ) {
particles.rotation.z = time * 0.001;
postProcessing.render();
stats.update();
}
</script>
</body>
</html>