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earthquake_3d_viewer_front/three/examples/webgpu_postprocessing_fxaa....

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - FXAA</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>
<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, renderOutput } from 'three/tsl';
import { fxaa } from 'three/addons/tsl/display/FXAANode.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
const params = {
enabled: true,
animated: false
};
let camera, scene, renderer, clock, group;
let postProcessing;
init();
async function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 200 );
camera.position.z = 50;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
clock = new THREE.Clock();
//
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d );
hemiLight.position.set( 0, 1000, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
dirLight.position.set( - 3000, 1000, - 1000 );
scene.add( dirLight );
//
group = new THREE.Group();
const geometry = new THREE.TetrahedronGeometry();
const material = new THREE.MeshStandardMaterial( { color: 0xf73232, flatShading: true } );
for ( let i = 0; i < 100; i ++ ) {
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 50 - 25;
mesh.position.y = Math.random() * 50 - 25;
mesh.position.z = Math.random() * 50 - 25;
mesh.scale.setScalar( Math.random() * 2 + 1 );
mesh.rotation.x = Math.random() * Math.PI;
mesh.rotation.y = Math.random() * Math.PI;
mesh.rotation.z = Math.random() * Math.PI;
group.add( mesh );
}
scene.add( group );
renderer = new THREE.WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
// post processing
postProcessing = new THREE.PostProcessing( renderer );
// ignore default output color transform ( toneMapping and outputColorSpace )
// use renderOutput() for control the sequence
postProcessing.outputColorTransform = false;
// scene pass
const scenePass = pass( scene, camera );
const outputPass = renderOutput( scenePass );
// FXAA must be computed in sRGB color space (so after tone mapping and color space conversion)
const fxaaPass = fxaa( outputPass );
postProcessing.outputNode = fxaaPass;
//
window.addEventListener( 'resize', onWindowResize );
//
const gui = new GUI();
gui.title( 'FXAA settings' );
gui.add( params, 'enabled' ).onChange( ( value ) => {
if ( value === true ) {
postProcessing.outputNode = fxaaPass;
} else {
postProcessing.outputNode = outputPass;
}
postProcessing.needsUpdate = true;
} );
gui.add( params, 'animated' );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
const delta = clock.getDelta();
if ( params.animated === true ) {
group.rotation.y += delta * 0.1;
}
postProcessing.render();
}
</script>
</body>
</html>