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earthquake_3d_viewer_front/three/examples/webgpu_display_stereo.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - stereo effects</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> - stereo effects. skybox by <a href="http://www.zfight.com/" target="_blank" rel="noopener">Jochum Skoglund</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 { stereoPass } from 'three/addons/tsl/display/StereoPassNode.js';
import { anaglyphPass } from 'three/addons/tsl/display/AnaglyphPassNode.js';
import { parallaxBarrierPass } from 'three/addons/tsl/display/ParallaxBarrierPassNode.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { Timer } from 'three/addons/misc/Timer.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let camera, scene, renderer, postProcessing;
let stereo, anaglyph, parallaxBarrier;
let mesh, dummy, timer;
const position = new THREE.Vector3();
const params = {
effect: 'stereo',
eyeSep: 0.064,
};
const effects = { Stereo: 'stereo', Anaglyph: 'anaglyph', ParallaxBarrier: 'parallaxBarrier' };
init();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.z = 3;
scene = new THREE.Scene();
scene.background = new THREE.CubeTextureLoader()
.setPath( 'textures/cube/Park3Med/' )
.load( [ 'px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg' ] );
timer = new Timer();
timer.connect( document );
const geometry = new THREE.SphereGeometry( 0.1, 32, 16 );
const textureCube = new THREE.CubeTextureLoader()
.setPath( 'textures/cube/Park3Med/' )
.load( [ 'px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg' ] );
const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
mesh = new THREE.InstancedMesh( geometry, material, 500 );
mesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage );
dummy = new THREE.Mesh();
for ( let i = 0; i < 500; i ++ ) {
dummy.position.x = Math.random() * 10 - 5;
dummy.position.y = Math.random() * 10 - 5;
dummy.position.z = Math.random() * 10 - 5;
dummy.scale.x = dummy.scale.y = dummy.scale.z = Math.random() * 3 + 1;
dummy.updateMatrix();
mesh.setMatrixAt( i, dummy.matrix );
}
scene.add( mesh );
//
renderer = new THREE.WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
postProcessing = new THREE.PostProcessing( renderer );
stereo = stereoPass( scene, camera );
anaglyph = anaglyphPass( scene, camera );
parallaxBarrier = parallaxBarrierPass( scene, camera );
postProcessing.outputNode = stereo;
const gui = new GUI();
gui.add( params, 'effect', effects ).onChange( update );
gui.add( params, 'eyeSep', 0.001, 0.15, 0.001 ).onChange( function ( value ) {
stereo.stereo.eyeSep = value;
anaglyph.stereo.eyeSep = value;
parallaxBarrier.stereo.eyeSep = value;
} );
window.addEventListener( 'resize', onWindowResize );
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 1;
controls.maxDistance = 25;
}
function update( value ) {
if ( value === 'stereo' ) {
postProcessing.outputNode = stereo;
} else if ( value === 'anaglyph' ) {
postProcessing.outputNode = anaglyph;
} else if ( value === 'parallaxBarrier' ) {
postProcessing.outputNode = parallaxBarrier;
}
postProcessing.needsUpdate = true;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function extractPosition( matrix, position ) {
position.x = matrix.elements[ 12 ];
position.y = matrix.elements[ 13 ];
position.z = matrix.elements[ 14 ];
}
function animate() {
timer.update();
const elapsedTime = timer.getElapsed() * 0.1;
for ( let i = 0; i < mesh.count; i ++ ) {
mesh.getMatrixAt( i, dummy.matrix );
extractPosition( dummy.matrix, position );
position.x = 5 * Math.cos( elapsedTime + i );
position.y = 5 * Math.sin( elapsedTime + i * 1.1 );
dummy.matrix.setPosition( position );
mesh.setMatrixAt( i, dummy.matrix );
mesh.instanceMatrix.needsUpdate = true;
}
postProcessing.render();
}
</script>
</body>
</html>