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earthquake_3d_viewer_front/three/examples/webgpu_postprocessing_motio...

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