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earthquake_3d_viewer_front/three/examples/webgpu_reflection_blurred.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - blurred 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 - blurred 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 { Fn, vec4, fract, abs, uniform, pow, color, max, length, rangeFogFactor, sub, reflector, normalWorld, hue, time, mix, positionWorld } from 'three/tsl';
import { hashBlur } from 'three/addons/tsl/display/hashBlur.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 model, mixer, clock;
let controls;
let stats;
let gui;
init();
async function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
camera.position.set( - 2.5, 2, 2.5 );
camera.lookAt( 0, .4, 0 );
scene = new THREE.Scene();
scene.backgroundNode = hue( normalWorld.y.mix( 0, color( 0x0066ff ) ).mul( .1 ), time );
const waterAmbientLight = new THREE.HemisphereLight( 0xffffff, 0x0066ff, 10 );
scene.add( waterAmbientLight );
clock = new THREE.Clock();
// animated model
const gltfLoader = new GLTFLoader();
gltfLoader.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 uvMap = textureLoader.load( 'textures/uv_grid_directx.jpg' );
uvMap.colorSpace = THREE.SRGBColorSpace;
// uv map for debugging
const uvMaterial = new THREE.MeshStandardNodeMaterial( {
map: uvMap,
side: THREE.DoubleSide
} );
const uvMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), uvMaterial );
uvMesh.position.set( 0, 1, - 3 );
scene.add( uvMesh );
// circle effect
const drawCircle = Fn( ( [ pos, radius, width, power, color, timer = time.mul( .5 ) ] ) => {
// https://www.shadertoy.com/view/3tdSRn
const dist1 = length( pos );
dist1.assign( fract( dist1.mul( 5.0 ).sub( fract( timer ) ) ) );
const dist2 = dist1.sub( radius );
const intensity = pow( radius.div( abs( dist2 ) ), width );
const col = color.rgb.mul( intensity ).mul( power ).mul( max( sub( 0.8, abs( dist2 ) ), 0.0 ) );
return col;
} );
const circleFadeY = positionWorld.y.mul( .7 ).oneMinus().max( 0 );
const animatedColor = mix( color( 0x74ccf4 ), color( 0x7f00c5 ), positionWorld.xz.distance( 0 ).div( 10 ).clamp() );
const animatedCircle = hue( drawCircle( positionWorld.xz.mul( .1 ), 0.5, 0.8, .01, animatedColor ).mul( circleFadeY ), time );
const floorLight = new THREE.PointLight( 0xffffff );
floorLight.colorNode = animatedCircle.mul( 50 );
scene.add( floorLight );
// reflection
const roughness = uniform( .9 );
const radius = uniform( 0.2 );
const reflection = reflector( { resolution: .5, depth: true, bounces: false } ); // 0.5 is half of the rendering view
const reflectionDepth = reflection.getDepthNode();
reflection.target.rotateX( - Math.PI / 2 );
scene.add( reflection.target );
const floorMaterial = new THREE.MeshStandardNodeMaterial();
floorMaterial.transparent = true;
floorMaterial.colorNode = Fn( () => {
// ranges adjustment
const radiusRange = mix( 0.01, 0.1, radius ); // range [ 0.01, 0.1 ]
const roughnessRange = mix( 0.3, 0.03, roughness ); // range [ 0.03, 0.3 ]
// blur the reflection
const reflectionBlurred = hashBlur( reflection, radiusRange, {
repeats: 40,
mask: reflectionDepth,
premultipliedAlpha: true
} );
// reflection composite
const reflectionMask = reflectionBlurred.a.mul( reflectionDepth ).remapClamp( 0, roughnessRange );
const reflectionItensity = .1;
const reflectionMixFactor = reflectionMask.mul( roughness.mul( 2 ).min( 1 ) );
const reflectionFinal = mix( reflection.rgb, reflectionBlurred.rgb, reflectionMixFactor ).mul( reflectionItensity );
// mix reflection with animated circle
const output = animatedCircle.add( reflectionFinal );
// falloff opacity by distance like an opacity-fog
const opacity = rangeFogFactor( 7, 25 ).oneMinus();
// final output
return vec4( output, opacity );
} )();
const floor = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), floorMaterial );
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.toneMapping = THREE.NeutralToneMapping;
renderer.toneMappingExposure = 1.3;
document.body.appendChild( renderer.domElement );
gui = new GUI();
gui.add( roughness, 'value', 0, 1 ).name( 'roughness' );
gui.add( radius, 'value', 0, 1 ).name( 'radius' );
gui.add( reflection.reflector, 'resolution', .25, 1 ).name( 'resolution' );
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();
// events
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 );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>