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