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earthquake_3d_viewer_front/three/examples/webgpu_custom_fog.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - custom fog</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 - custom fog
</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 { color, fog, float, positionWorld, triNoise3D, positionView, normalWorld, uniform } from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer;
let controls;
init();
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 600 );
camera.position.set( 30, 15, 30 );
scene = new THREE.Scene();
// custom fog
const skyColor = color( 0xf0f5f5 );
const groundColor = color( 0xd0dee7 );
const fogNoiseDistance = positionView.z.negate().smoothstep( 0, camera.far - 300 );
const distance = fogNoiseDistance.mul( 20 ).max( 4 );
const alpha = .98;
const groundFogArea = float( distance ).sub( positionWorld.y ).div( distance ).pow( 3 ).saturate().mul( alpha );
// a alternative way to create a TimerNode
const timer = uniform( 0 ).onFrameUpdate( ( frame ) => frame.time );
const fogNoiseA = triNoise3D( positionWorld.mul( .005 ), 0.2, timer );
const fogNoiseB = triNoise3D( positionWorld.mul( .01 ), 0.2, timer.mul( 1.2 ) );
const fogNoise = fogNoiseA.add( fogNoiseB ).mul( groundColor );
// apply custom fog
scene.fogNode = fog( fogNoiseDistance.oneMinus().mix( groundColor, fogNoise ), groundFogArea );
scene.backgroundNode = normalWorld.y.max( 0 ).mix( groundColor, skyColor );
// builds
const buildWindows = positionWorld.y.mul( 10 ).floor().mod( 4 ).sign().mix( color( 0x000066 ).add( fogNoiseDistance ), color( 0xffffff ) );
const buildGeometry = new THREE.BoxGeometry( 1, 1, 1 );
const buildMaterial = new THREE.MeshPhongNodeMaterial( {
colorNode: buildWindows
} );
const buildMesh = new THREE.InstancedMesh( buildGeometry, buildMaterial, 4000 );
scene.add( buildMesh );
const dummy = new THREE.Object3D();
const center = new THREE.Vector3();
for ( let i = 0; i < buildMesh.count; i ++ ) {
const scaleY = Math.random() * 7 + .5;
dummy.position.x = Math.random() * 600 - 300;
dummy.position.z = Math.random() * 600 - 300;
const distance = Math.max( dummy.position.distanceTo( center ) * .012, 1 );
dummy.position.y = .5 * scaleY * distance;
dummy.scale.x = dummy.scale.z = Math.random() * 3 + .5;
dummy.scale.y = scaleY * distance;
dummy.updateMatrix();
buildMesh.setMatrixAt( i, dummy.matrix );
}
// lights
scene.add( new THREE.HemisphereLight( skyColor.value, groundColor.value, 0.5 ) );
// geometry
const planeGeometry = new THREE.PlaneGeometry( 200, 200 );
const planeMaterial = new THREE.MeshPhongMaterial( {
color: 0x999999
} );
const ground = new THREE.Mesh( planeGeometry, planeMaterial );
ground.rotation.x = - Math.PI / 2;
ground.scale.multiplyScalar( 3 );
ground.castShadow = true;
ground.receiveShadow = true;
scene.add( ground );
// 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 );
// controls
controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 2, 0 );
controls.minDistance = 7;
controls.maxDistance = 100;
controls.maxPolarAngle = Math.PI / 2;
controls.autoRotate = true;
controls.autoRotateSpeed = .1;
controls.update();
window.addEventListener( 'resize', resize );
}
function resize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>