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112 lines
2.9 KiB
HTML
112 lines
2.9 KiB
HTML
<html lang="en">
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<head>
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<title>three.js webgpu - procedural texture</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 - procedural texture
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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 { checker, uv, uniform, convertToTexture } from 'three/tsl';
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import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let camera, scene, renderer;
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init();
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render();
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function init() {
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const aspect = window.innerWidth / window.innerHeight;
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camera = new THREE.OrthographicCamera( - aspect, aspect, 1, - 1, 0, 2 );
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camera.position.z = 1;
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scene = new THREE.Scene();
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// procedural to texture
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const uvScale = uniform( 4 );
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const blurAmount = uniform( .5 );
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const procedural = checker( uv().mul( uvScale ) );
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const proceduralToTexture = convertToTexture( procedural, 512, 512 ); // ( node, width, height )
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const colorNode = gaussianBlur( proceduralToTexture, blurAmount, 10 );
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// extra
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//proceduralToTexture.autoUpdate = false; // update just once
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//proceduralToTexture.textureNeedsUpdate = true; // manually update
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// scene
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const material = new THREE.MeshBasicNodeMaterial();
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material.colorNode = colorNode;
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const plane = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), material );
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scene.add( plane );
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// renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( render );
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document.body.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize );
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// gui
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const gui = new GUI();
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gui.add( uvScale, 'value', 1, 10 ).name( 'uv scale ( before rtt )' );
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gui.add( blurAmount, 'value', 0, 2 ).name( 'blur amount ( after rtt )' );
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gui.add( proceduralToTexture, 'autoUpdate' ).name( 'auto update' );
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}
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function onWindowResize() {
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renderer.setSize( window.innerWidth, window.innerHeight );
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const aspect = window.innerWidth / window.innerHeight;
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const frustumHeight = camera.top - camera.bottom;
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camera.left = - frustumHeight * aspect / 2;
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camera.right = frustumHeight * aspect / 2;
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camera.updateProjectionMatrix();
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}
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function render() {
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renderer.renderAsync( scene, camera );
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}
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</script>
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</body>
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</html>
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