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earthquake_3d_viewer_front/three/examples/webgpu_reflection.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - reflection</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 - reflection
</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 { color, pass, reflector, normalWorldGeometry, texture, uv, screenUV } from 'three/tsl';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer;
let model, mixer, clock;
let postProcessing;
let controls;
let stats;
init();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
camera.position.set( 2, 2.5, 3 );
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x0487e2, 7, 25 );
scene.backgroundNode = normalWorldGeometry.y.mix( color( 0x0487e2 ), color( 0x0066ff ) );
camera.lookAt( 0, 1, 0 );
const sunLight = new THREE.DirectionalLight( 0xFFE499, 5 );
sunLight.castShadow = true;
sunLight.shadow.camera.near = .1;
sunLight.shadow.camera.far = 5;
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( .5, 3, .5 );
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/Michelle.glb', function ( gltf ) {
model = gltf.scene;
model.children[ 0 ].children[ 0 ].castShadow = true;
mixer = new THREE.AnimationMixer( model );
const action = mixer.clipAction( gltf.animations[ 0 ] );
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( 15 );
const floorNormalOffset = texture( floorNormal, floorUV ).xy.mul( 2 ).sub( 1 ).mul( .02 );
const reflection = reflector( { resolution: 0.5 } ); // 0.5 is half of the rendering view
reflection.target.rotateX( - Math.PI / 2 );
reflection.uvNode = reflection.uvNode.add( floorNormalOffset );
scene.add( reflection.target );
const floorMaterial = new THREE.MeshPhongNodeMaterial();
floorMaterial.colorNode = texture( floorColor, floorUV ).add( reflection );
const floor = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), floorMaterial );
floor.receiveShadow = true;
floor.position.set( 0, 0, 0 );
scene.add( floor );
// renderer
renderer = new THREE.WebGPURenderer( { antialias: true } );
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, .5, 0 );
controls.update();
// post-processing
const scenePass = pass( scene, camera );
const scenePassColor = scenePass.getTextureNode();
const scenePassDepth = scenePass.getLinearDepthNode().remapClamp( .3, .5 );
const scenePassColorBlurred = gaussianBlur( scenePassColor );
scenePassColorBlurred.directionNode = scenePassDepth;
const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
postProcessing = new THREE.PostProcessing( renderer );
postProcessing.outputNode = scenePassColorBlurred.mul( vignette );
//
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();
if ( model ) {
mixer.update( delta );
}
postProcessing.render();
}
</script>
</body>
</html>