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earthquake_3d_viewer_front/three/examples/webgpu_postprocessing_diffe...

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - frame difference</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>
<br/>saturated color of objects according to the difference from one frame to another
</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, luminance, saturation } from 'three/tsl';
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';
const params = {
speed: 0
};
let camera, renderer, postProcessing;
let timer, mesh, controls;
init();
function init() {
renderer = new THREE.WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.NeutralToneMapping;
document.body.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 100 );
camera.position.set( 1, 2, 3 );
const scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x0487e2, 7, 25 );
scene.background = new THREE.Color( 0x0487e2 );
timer = new Timer();
timer.connect( document );
const texture = new THREE.TextureLoader().load( 'textures/crate.gif' );
texture.colorSpace = THREE.SRGBColorSpace;
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial( { map: texture } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
// post processing
postProcessing = new THREE.PostProcessing( renderer );
const scenePass = pass( scene, camera );
const currentTexture = scenePass.getTextureNode();
const previousTexture = scenePass.getPreviousTextureNode();
const frameDiff = previousTexture.sub( currentTexture ).abs();
const saturationAmount = luminance( frameDiff ).mul( 1000 ).clamp( 0, 3 );
postProcessing.outputNode = saturation( currentTexture, saturationAmount );
//
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 2;
controls.maxDistance = 10;
controls.enableDamping = true;
controls.dampingFactor = 0.01;
window.addEventListener( 'resize', onWindowResize );
//
const gui = new GUI();
gui.add( params, 'speed', 0, 2 );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
timer.update();
controls.update();
mesh.rotation.y += timer.getDelta() * 5 * params.speed;
postProcessing.render();
}
</script>
</body>
</html>