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earthquake_3d_viewer_front/three/examples/webgpu_skinning_instancing....

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - skinning instancing</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 - skinning instancing
</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 { pass, mix, range, color, oscSine, time } from 'three/tsl';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let camera, scene, renderer;
let postProcessing;
let mixer, clock;
init();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 40 );
camera.position.set( 1, 2, 3 );
scene = new THREE.Scene();
camera.lookAt( 0, 1, 0 );
clock = new THREE.Clock();
// lights
const centerLight = new THREE.PointLight( 0xff9900, 1, 100 );
centerLight.position.y = 4.5;
centerLight.position.z = - 2;
centerLight.power = 400;
scene.add( centerLight );
const cameraLight = new THREE.PointLight( 0x0099ff, 1, 100 );
cameraLight.power = 400;
camera.add( cameraLight );
scene.add( camera );
const geometry = new THREE.PlaneGeometry( 1000, 1000 );
geometry.rotateX( - Math.PI / 2 );
const plane = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x000000, visible: true } ) );
scene.add( plane );
const loader = new GLTFLoader();
loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
const object = gltf.scene;
mixer = new THREE.AnimationMixer( object );
const action = mixer.clipAction( gltf.animations[ 0 ] );
action.play();
const instanceCount = 30;
const dummy = new THREE.Object3D();
object.traverse( ( child ) => {
if ( child.isMesh ) {
const oscNode = oscSine( time.mul( .1 ) );
// random colors between instances from 0x000000 to 0xFFFFFF
const randomColors = range( new THREE.Color( 0x000000 ), new THREE.Color( 0xFFFFFF ) );
// random [ 0, 1 ] values between instances
const randomMetalness = range( 0, 1 );
child.material = new THREE.MeshStandardNodeMaterial();
child.material.roughness = .1;
child.material.metalnessNode = mix( 0.0, randomMetalness, oscNode );
child.material.colorNode = mix( color( 0xFFFFFF ), randomColors, oscNode );
child.isInstancedMesh = true;
child.instanceMatrix = new THREE.InstancedBufferAttribute( new Float32Array( instanceCount * 16 ), 16 );
child.count = instanceCount;
for ( let i = 0; i < instanceCount; i ++ ) {
dummy.position.x = - 200 + ( ( i % 5 ) * 70 );
dummy.position.y = Math.floor( i / 5 ) * - 200;
dummy.updateMatrix();
dummy.matrix.toArray( child.instanceMatrix.array, i * 16 );
}
}
} );
scene.add( object );
} );
// 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 );
// post processing
const scenePass = pass( scene, camera );
const scenePassColor = scenePass.getTextureNode();
const scenePassDepth = scenePass.getLinearDepthNode().remapClamp( .15, .3 );
const scenePassColorBlurred = gaussianBlur( scenePassColor );
scenePassColorBlurred.directionNode = scenePassDepth;
postProcessing = new THREE.PostProcessing( renderer );
postProcessing.outputNode = scenePassColorBlurred;
// events
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
const delta = clock.getDelta();
if ( mixer ) mixer.update( delta );
postProcessing.render();
}
</script>
</body>
</html>