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earthquake_3d_viewer_front/three/examples/webgpu_lights_pointlights.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - lights - point lights</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> - point lights<br />
Walt Disney head by <a href="http://web.archive.org/web/20120903131400/http://davidoreilly.com/post/18087489343/disneyhead" target="_blank" rel="noopener">David OReilly</a><br />
Displacement effect by <a href="https://web.archive.org/web/20210101053445/http://oos.moxiecode.com/js_webgl/stanford_bunny/" target="_blank" rel="noopener">oosmoxiecode</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 { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { Timer } from 'three/addons/misc/Timer.js';
import { abs, attribute, distance, float, max, modelWorldMatrixInverse, positionLocal, sin, time, uniform } from 'three/tsl';
let camera, scene, timer, renderer, controls;
let light1, light2;
init();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 100;
scene = new THREE.Scene();
timer = new Timer();
timer.connect( document );
// model
const loader = new OBJLoader();
loader.load( 'models/obj/walt/WaltHead.obj', function ( obj ) {
const mesh = obj.children[ 0 ];
mesh.geometry = createGeometry( mesh.geometry );
mesh.material = createMaterial();
mesh.scale.multiplyScalar( 0.8 );
mesh.position.y = - 30;
scene.add( mesh );
} );
const sphere = new THREE.SphereGeometry( 0.5, 16, 8 );
// lights
light1 = new THREE.PointLight( 0xff0040, 2000 );
light1.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xff0040 } ) ) );
scene.add( light1 );
light2 = new THREE.PointLight( 0x0040ff, 2000 );
light2.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x0040ff } ) ) );
scene.add( light2 );
scene.add( new THREE.AmbientLight( 0xaaaaaa, 0.1 ) );
// 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 = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
timer.update();
const time = timer.getElapsed() * 0.5;
controls.update();
light1.position.x = Math.sin( time ) * 20;
light1.position.y = Math.cos( time * 0.75 ) * - 30;
light1.position.z = Math.cos( time * 0.5 ) * 20;
light2.position.x = Math.cos( time * 0.5 ) * 20;
light2.position.y = Math.sin( time * 0.75 ) * - 30;
light2.position.z = Math.sin( time ) * 20;
renderer.render( scene, camera );
}
// helpers
function createMaterial() {
const material = new THREE.MeshPhongNodeMaterial();
const seedAttribute = attribute( 'seed' );
const displaceNormalAttribute = attribute( 'displaceNormal' );
const localTime = attribute( 'time' ).add( time );
const effector1 = uniform( light1.position ).toVar();
const effector2 = uniform( light2.position ).toVar();
const distance1 = distance( positionLocal, modelWorldMatrixInverse.mul( effector1 ) );
const distance2 = distance( positionLocal, modelWorldMatrixInverse.mul( effector2 ) );
const invDistance1 = max( 0.0, float( 20.0 ).sub( distance1 ) ).div( 2.0 );
const invDistance2 = max( 0.0, float( 20.0 ).sub( distance2 ) ).div( 2.0 );
const s = abs( sin( localTime.mul( 2 ).add( seedAttribute ) ).mul( 0.5 ) ).add( invDistance1 ).add( invDistance2 );
material.positionNode = positionLocal.add( displaceNormalAttribute.mul( s ) );
return material;
}
function createGeometry( geometry ) {
const positionAttribute = geometry.getAttribute( 'position' );
const v0 = new THREE.Vector3();
const v1 = new THREE.Vector3();
const v2 = new THREE.Vector3();
const v3 = new THREE.Vector3();
const n = new THREE.Vector3();
const plane = new THREE.Plane();
const vertices = [];
const times = [];
const seeds = [];
const displaceNormal = [];
for ( let i = 0; i < positionAttribute.count; i += 3 ) {
v0.fromBufferAttribute( positionAttribute, i );
v1.fromBufferAttribute( positionAttribute, i + 1 );
v2.fromBufferAttribute( positionAttribute, i + 2 );
plane.setFromCoplanarPoints( v0, v1, v2 );
v3.copy( v0 ).add( v1 ).add( v2 ).divideScalar( 3 ); // compute center
v3.add( n.copy( plane.normal ).multiplyScalar( - 1 ) ); // displace center inwards
// generate tetraeder for each triangle
vertices.push( v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, v2.x, v2.y, v2.z );
vertices.push( v3.x, v3.y, v3.z, v1.x, v1.y, v1.z, v0.x, v0.y, v0.z );
vertices.push( v3.x, v3.y, v3.z, v2.x, v2.y, v2.z, v1.x, v1.y, v1.z );
vertices.push( v3.x, v3.y, v3.z, v0.x, v0.y, v0.z, v2.x, v2.y, v2.z );
const t = Math.random();
const s = Math.random();
n.copy( plane.normal );
times.push( t, t, t ); times.push( t, t, t ); times.push( t, t, t ); times.push( t, t, t );
seeds.push( s, s, s ); seeds.push( s, s, s ); seeds.push( s, s, s ); seeds.push( s, s, s );
displaceNormal.push( n.x, n.y, n.z, n.x, n.y, n.z, n.x, n.y, n.z );
displaceNormal.push( n.x, n.y, n.z, n.x, n.y, n.z, n.x, n.y, n.z );
displaceNormal.push( n.x, n.y, n.z, n.x, n.y, n.z, n.x, n.y, n.z );
displaceNormal.push( n.x, n.y, n.z, n.x, n.y, n.z, n.x, n.y, n.z );
}
const newGeometry = new THREE.BufferGeometry();
newGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
newGeometry.setAttribute( 'time', new THREE.Float32BufferAttribute( times, 1 ) );
newGeometry.setAttribute( 'seed', new THREE.Float32BufferAttribute( seeds, 1 ) );
newGeometry.setAttribute( 'displaceNormal', new THREE.Float32BufferAttribute( displaceNormal, 3 ) );
newGeometry.computeVertexNormals();
return newGeometry;
}
</script>
</body>
</html>