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earthquake_3d_viewer_front/three/examples/webgpu_materials.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - materials</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 - materials
</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 * as TSL from 'three/tsl';
import { Fn, wgslFn, positionLocal, scriptable, positionWorld, normalLocal, normalWorld, normalView, color, texture, uv, float, vec2, vec3, vec4, oscSine, triplanarTexture, screenUV, js, string, Loop, cameraProjectionMatrix, ScriptableNodeResources } from 'three/tsl';
import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
import WebGPU from 'three/addons/capabilities/WebGPU.js';
import Stats from 'three/addons/libs/stats.module.js';
let stats;
let camera, scene, renderer;
const objects = [], materials = [];
init();
function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw new Error( 'No WebGPU support' );
}
const container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0, 200, 800 );
scene = new THREE.Scene();
// Grid
const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
helper.position.y = - 75;
scene.add( helper );
// Materials
const textureLoader = new THREE.TextureLoader();
const uvTexture = textureLoader.load( './textures/uv_grid_opengl.jpg' );
uvTexture.wrapS = THREE.RepeatWrapping;
uvTexture.wrapT = THREE.RepeatWrapping;
const opacityTexture = textureLoader.load( './textures/alphaMap.jpg' );
opacityTexture.wrapS = THREE.RepeatWrapping;
opacityTexture.wrapT = THREE.RepeatWrapping;
let material;
//
// BASIC
//
// PositionLocal
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = positionLocal;
materials.push( material );
// PositionWorld
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = positionWorld;
materials.push( material );
// NormalLocal
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = normalLocal;
materials.push( material );
// NormalWorld
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = normalWorld;
materials.push( material );
// NormalView
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = normalView;
materials.push( material );
// Texture
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = texture( uvTexture );
materials.push( material );
// Opacity
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = color( 0x0099FF );
material.opacityNode = texture( uvTexture );
material.transparent = true;
materials.push( material );
// AlphaTest
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = texture( uvTexture );
material.opacityNode = texture( opacityTexture );
material.alphaTestNode = 0.5;
materials.push( material );
// camera
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = cameraProjectionMatrix.mul( positionLocal );
materials.push( material );
// Normal
material = new THREE.MeshNormalMaterial();
material.opacity = .5;
material.transparent = true;
materials.push( material );
//
// ADVANCED
//
// Custom ShaderNode ( desaturate filter )
const desaturateShaderNode = Fn( ( input ) => {
return vec3( 0.299, 0.587, 0.114 ).dot( input.color.xyz );
} );
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = desaturateShaderNode( { color: texture( uvTexture ) } );
materials.push( material );
// Custom ShaderNode(no inputs) > Approach 2
const desaturateNoInputsShaderNode = Fn( () => {
return vec3( 0.299, 0.587, 0.114 ).dot( texture( uvTexture ).xyz );
} );
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = desaturateNoInputsShaderNode();
materials.push( material );
// Custom WGSL ( desaturate filter )
const desaturateWGSLFn = wgslFn( `
fn desaturate( color:vec3<f32> ) -> vec3<f32> {
let lum = vec3<f32>( 0.299, 0.587, 0.114 );
return vec3<f32>( dot( lum, color ) );
}
` );
// include example
const someWGSLFn = wgslFn( `
fn someFn( color:vec3<f32> ) -> vec3<f32> {
return desaturate( color );
}
`, [ desaturateWGSLFn ] );
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = someWGSLFn( { color: texture( uvTexture ) } );
materials.push( material );
// Custom WGSL
const getWGSLTextureSample = wgslFn( `
fn getWGSLTextureSample( tex: texture_2d<f32>, tex_sampler: sampler, uv:vec2<f32> ) -> vec4<f32> {
return textureSample( tex, tex_sampler, uv ) * vec4<f32>( 0.0, 1.0, 0.0, 1.0 );
}
` );
const textureNode = texture( uvTexture );
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = getWGSLTextureSample( { tex: textureNode, tex_sampler: textureNode, uv: uv() } );
materials.push( material );
// Triplanar Texture Mapping
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = triplanarTexture( texture( uvTexture ), null, null, float( .01 ) );
materials.push( material );
// Screen Projection Texture
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = texture( uvTexture, screenUV.flipY() );
materials.push( material );
// Loop
material = new THREE.MeshBasicNodeMaterial();
materials.push( material );
const loopCount = 10;
material.colorNode = Loop( loopCount, ( { i } ) => {
const output = vec4().toVar();
const scale = oscSine().mul( .09 ); // just a value to test
const scaleI = scale.mul( i );
const scaleINeg = scaleI.negate();
const leftUV = uv().add( vec2( scaleI, 0 ) );
const rightUV = uv().add( vec2( scaleINeg, 0 ) );
const topUV = uv().add( vec2( 0, scaleI ) );
const bottomUV = uv().add( vec2( 0, scaleINeg ) );
output.assign( output.add( texture( uvTexture, leftUV ) ) );
output.assign( output.add( texture( uvTexture, rightUV ) ) );
output.assign( output.add( texture( uvTexture, topUV ) ) );
output.assign( output.add( texture( uvTexture, bottomUV ) ) );
return output.div( loopCount * 4 );
} );
// Scriptable
ScriptableNodeResources.set( 'TSL', TSL );
const asyncNode = scriptable( js( `
layout = {
outputType: 'node'
};
const { float } = TSL;
function init() {
setTimeout( () => {
local.set( 'result', float( 1.0 ) );
refresh(); // refresh the node
}, 1000 );
return float( 0.0 );
}
function main() {
const result = local.get( 'result', init );
//console.log( 'result', result );
return result;
}
` ) );
const scriptableNode = scriptable( js( `
layout = {
outputType: 'node',
elements: [
{ name: 'source', inputType: 'node' },
{ name: 'contrast', inputType: 'node' },
{ name: 'vector3', inputType: 'Vector3' },
{ name: 'message', inputType: 'string' },
{ name: 'binary', inputType: 'ArrayBuffer' },
{ name: 'object3d', inputType: 'Object3D' },
{ name: 'execFrom', inputType: 'string' }
]
};
const { saturation, float, oscSine, mul } = TSL;
function helloWorld() {
console.log( "Hello World!" );
}
function main() {
const source = parameters.get( 'source' ) || float();
const contrast = parameters.get( 'contrast' ) || float();
const material = local.get( 'material' );
//console.log( 'vector3', parameters.get( 'vector3' ) );
if ( parameters.get( 'execFrom' ) === 'serialized' ) {
//console.log( 'message', parameters.get( 'message' ).value );
//console.log( 'binary', parameters.get( 'binary' ) );
//console.log( 'object3d', parameters.get( 'object3d' ) ); // unserializable yet
//console.log( global.get( 'renderer' ) );
}
if ( material ) material.needsUpdate = true;
return mul( saturation( source, oscSine() ), contrast );
}
output = { helloWorld };
` ) );
scriptableNode.setParameter( 'source', texture( uvTexture ).xyz );
scriptableNode.setParameter( 'contrast', asyncNode );
scriptableNode.setParameter( 'vector3', vec3( new THREE.Vector3( 1, 1, 1 ) ) );
scriptableNode.setParameter( 'message', string( 'Hello World!' ) );
scriptableNode.setParameter( 'binary', new ArrayBuffer( 4 ) );
scriptableNode.setParameter( 'object3d', new THREE.Group() );
scriptableNode.call( 'helloWorld' );
material = new THREE.MeshBasicNodeMaterial();
material.colorNode = scriptableNode;
materials.push( material );
scriptableNode.setLocal( 'material', material );
//
// Geometry
//
const geometry = new TeapotGeometry( 50, 18 );
for ( let i = 0, l = materials.length; i < l; i ++ ) {
addMesh( geometry, materials[ i ] );
}
const serializeMesh = scene.children[ scene.children.length - 1 ];
//
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
container.appendChild( renderer.domElement );
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
//
setTimeout( () => testSerialization( serializeMesh ), 1000 );
}
function addMesh( geometry, material ) {
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = ( objects.length % 4 ) * 200 - 400;
mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
mesh.rotation.x = Math.random() * 200 - 100;
mesh.rotation.y = Math.random() * 200 - 100;
mesh.rotation.z = Math.random() * 200 - 100;
objects.push( mesh );
scene.add( mesh );
}
function moduleToLib( module ) {
const lib = {};
for ( const nodeElement of Object.values( module ) ) {
if ( typeof nodeElement === 'function' && nodeElement.type !== undefined ) {
lib[ nodeElement.type ] = nodeElement;
}
}
return lib;
}
function testSerialization( mesh ) {
const json = mesh.toJSON();
const loader = new THREE.NodeObjectLoader().setNodes( moduleToLib( THREE ) ).setNodeMaterials( moduleToLib( THREE ) );
const serializedMesh = loader.parse( json );
serializedMesh.position.x = ( objects.length % 4 ) * 200 - 400;
serializedMesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
const scriptableNode = serializedMesh.material.colorNode;
// it's because local.get( 'material' ) is used in the example ( local/global is unserializable )
scriptableNode.setLocal( 'material', serializedMesh.material );
scriptableNode.setParameter( 'execFrom', 'serialized' );
objects.push( serializedMesh );
scene.add( serializedMesh );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
const timer = 0.0001 * Date.now();
camera.position.x = Math.cos( timer ) * 1000;
camera.position.z = Math.sin( timer ) * 1000;
camera.lookAt( scene.position );
for ( let i = 0, l = objects.length; i < l; i ++ ) {
const object = objects[ i ];
object.rotation.x += 0.01;
object.rotation.y += 0.005;
}
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>