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193 lines
4.7 KiB
HTML
193 lines
4.7 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 - postprocessing dof</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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<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 { cubeTexture, positionWorld, oscSine, time, pass, uniform } from 'three/tsl';
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import { dof } from 'three/addons/tsl/display/DepthOfFieldNode.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import Stats from 'three/addons/libs/stats.module.js';
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//
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let camera, scene, renderer, mesh, stats;
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let mouseX = 0, mouseY = 0;
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let windowHalfX = window.innerWidth / 2;
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let windowHalfY = window.innerHeight / 2;
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let width = window.innerWidth;
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let height = window.innerHeight;
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let postProcessing;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 70, width / height, 1, 3000 );
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camera.position.z = 200;
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scene = new THREE.Scene();
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const path = 'textures/cube/SwedishRoyalCastle/';
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const format = '.jpg';
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const urls = [
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path + 'px' + format, path + 'nx' + format,
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path + 'py' + format, path + 'ny' + format,
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path + 'pz' + format, path + 'nz' + format
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];
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const xgrid = 14, ygrid = 9, zgrid = 14;
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const count = xgrid * ygrid * zgrid;
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const textureCube = new THREE.CubeTextureLoader().load( urls );
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const cubeTextureNode = cubeTexture( textureCube );
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const oscPos = oscSine( positionWorld.div( 1000 /* scene distance */ ).add( time.mul( .2 ) ) );
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const geometry = new THREE.SphereGeometry( 60, 20, 10 );
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const material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = cubeTextureNode.mul( oscPos );
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mesh = new THREE.InstancedMesh( geometry, material, count );
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scene.add( mesh );
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const matrix = new THREE.Matrix4();
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let index = 0;
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for ( let i = 0; i < xgrid; i ++ ) {
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for ( let j = 0; j < ygrid; j ++ ) {
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for ( let k = 0; k < zgrid; k ++ ) {
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const x = 200 * ( i - xgrid / 2 );
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const y = 200 * ( j - ygrid / 2 );
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const z = 200 * ( k - zgrid / 2 );
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mesh.setMatrixAt( index, matrix.identity().setPosition( x, y, z ) );
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index ++;
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}
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}
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}
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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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const effectController = {
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focus: uniform( 500.0 ),
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aperture: uniform( 5 ),
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maxblur: uniform( 0.01 )
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};
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// post processing
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postProcessing = new THREE.PostProcessing( renderer );
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const scenePass = pass( scene, camera );
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const scenePassColor = scenePass.getTextureNode();
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const scenePassViewZ = scenePass.getViewZNode();
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const dofPass = dof( scenePassColor, scenePassViewZ, effectController.focus, effectController.aperture.mul( 0.00001 ), effectController.maxblur );
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postProcessing.outputNode = dofPass;
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// controls
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renderer.domElement.style.touchAction = 'none';
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renderer.domElement.addEventListener( 'pointermove', onPointerMove );
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window.addEventListener( 'resize', onWindowResize );
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// stats
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stats = new Stats();
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document.body.appendChild( stats.dom );
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// gui
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const gui = new GUI();
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gui.add( effectController.focus, 'value', 10.0, 3000.0, 10 ).name( 'focus' );
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gui.add( effectController.aperture, 'value', 0, 10, 0.1 ).name( 'aperture' );
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gui.add( effectController.maxblur, 'value', 0.0, 0.01, 0.001 ).name( 'maxblur' );
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}
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function onPointerMove( event ) {
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if ( event.isPrimary === false ) return;
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mouseX = event.clientX - windowHalfX;
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mouseY = event.clientY - windowHalfY;
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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width = window.innerWidth;
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height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize( width, height );
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}
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function animate() {
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render();
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stats.update();
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}
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function render() {
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camera.position.x += ( mouseX - camera.position.x ) * 0.036;
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camera.position.y += ( - ( mouseY ) - camera.position.y ) * 0.036;
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camera.lookAt( scene.position );
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postProcessing.render();
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}
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</script>
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</body>
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</html>
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