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248 lines
6.6 KiB
HTML
248 lines
6.6 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - motion blur</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> webgpu - motion blur
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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 { pass, texture, uniform, output, mrt, mix, velocity, uv, screenUV } from 'three/tsl';
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import { motionBlur } from 'three/addons/tsl/display/MotionBlur.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import Stats from 'three/addons/libs/stats.module.js';
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let camera, scene, renderer;
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let boxLeft, boxRight, model, mixer, clock;
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let postProcessing;
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let controls;
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let stats;
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const params = {
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speed: 1.0
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};
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
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camera.position.set( 0, 1.5, 4.5 );
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x0487e2, 7, 25 );
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const sunLight = new THREE.DirectionalLight( 0xFFE499, 5 );
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sunLight.castShadow = true;
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sunLight.shadow.camera.near = .1;
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sunLight.shadow.camera.far = 10;
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sunLight.shadow.camera.right = 2;
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sunLight.shadow.camera.left = - 2;
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sunLight.shadow.camera.top = 2;
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sunLight.shadow.camera.bottom = - 2;
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sunLight.shadow.mapSize.width = 2048;
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sunLight.shadow.mapSize.height = 2048;
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sunLight.shadow.bias = - 0.001;
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sunLight.position.set( 4, 4, 2 );
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const waterAmbientLight = new THREE.HemisphereLight( 0x333366, 0x74ccf4, 5 );
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const skyAmbientLight = new THREE.HemisphereLight( 0x74ccf4, 0, 1 );
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scene.add( sunLight );
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scene.add( skyAmbientLight );
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scene.add( waterAmbientLight );
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clock = new THREE.Clock();
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// animated model
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const loader = new GLTFLoader();
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loader.load( 'models/gltf/Xbot.glb', function ( gltf ) {
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model = gltf.scene;
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model.rotation.y = Math.PI / 2;
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model.traverse( function ( child ) {
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if ( child.isMesh ) {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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} );
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mixer = new THREE.AnimationMixer( model );
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const action = mixer.clipAction( gltf.animations[ 3 ] );
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action.play();
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scene.add( model );
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} );
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// textures
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const textureLoader = new THREE.TextureLoader();
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const floorColor = textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Diffuse.jpg' );
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floorColor.wrapS = THREE.RepeatWrapping;
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floorColor.wrapT = THREE.RepeatWrapping;
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floorColor.colorSpace = THREE.SRGBColorSpace;
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const floorNormal = textureLoader.load( 'textures/floors/FloorsCheckerboard_S_Normal.jpg' );
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floorNormal.wrapS = THREE.RepeatWrapping;
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floorNormal.wrapT = THREE.RepeatWrapping;
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// floor
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const floorUV = uv().mul( 5 );
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const floorMaterial = new THREE.MeshPhongNodeMaterial();
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floorMaterial.colorNode = texture( floorColor, floorUV );
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const floor = new THREE.Mesh( new THREE.BoxGeometry( 15, .001, 15 ), floorMaterial );
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floor.receiveShadow = true;
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floor.position.set( 0, 0, 0 );
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scene.add( floor );
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const walls = new THREE.Mesh( new THREE.BoxGeometry( 15, 15, 15 ), new THREE.MeshPhongNodeMaterial( { colorNode: floorMaterial.colorNode, side: THREE.BackSide } ) );
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scene.add( walls );
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const map = new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg' );
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map.colorSpace = THREE.SRGBColorSpace;
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const geometry = new THREE.TorusGeometry( .8 );
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const material = new THREE.MeshBasicMaterial( { map } );
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boxRight = new THREE.Mesh( geometry, material );
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boxRight.position.set( 3.5, 1.5, - 4 );
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scene.add( boxRight );
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boxLeft = new THREE.Mesh( geometry, material );
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boxLeft.position.set( - 3.5, 1.5, - 4 );
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scene.add( boxLeft );
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// renderer
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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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renderer.shadowMap.enabled = true;
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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document.body.appendChild( stats.dom );
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controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 1;
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controls.maxDistance = 10;
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controls.maxPolarAngle = Math.PI / 2;
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controls.autoRotate = true;
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controls.autoRotateSpeed = 1;
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controls.target.set( 0, 1, 0 );
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controls.enableDamping = true;
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controls.dampingFactor = 0.05;
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controls.update();
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// post-processing
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const blurAmount = uniform( 1 );
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const showVelocity = uniform( 0 );
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const scenePass = pass( scene, camera );
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scenePass.setMRT( mrt( {
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output,
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velocity
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} ) );
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const beauty = scenePass.getTextureNode();
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const vel = scenePass.getTextureNode( 'velocity' ).mul( blurAmount );
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const mBlur = motionBlur( beauty, vel );
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const vignette = screenUV.distance( .5 ).remap( .6, 1 ).mul( 2 ).clamp().oneMinus();
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postProcessing = new THREE.PostProcessing( renderer );
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postProcessing.outputNode = mix( mBlur, vel, showVelocity ).mul( vignette );
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//
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const gui = new GUI();
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gui.title( 'Motion Blur Settings' );
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gui.add( controls, 'autoRotate' );
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gui.add( blurAmount, 'value', 0, 3 ).name( 'blur amount' );
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gui.add( params, 'speed', 0, 2 );
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gui.add( showVelocity, 'value', 0, 1 ).name( 'show velocity' );
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//
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window.addEventListener( 'resize', onWindowResize );
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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 animate() {
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stats.update();
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controls.update();
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const delta = clock.getDelta();
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const speed = params.speed;
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boxRight.rotation.y += delta * 4 * speed;
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boxLeft.scale.setScalar( 1 + Math.sin( clock.elapsedTime * 10 * speed ) * .2 );
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if ( model ) {
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mixer.update( delta * speed );
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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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