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earthquake_3d_viewer_front/three/examples/webgpu_mrt_mask.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - mrt mask</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 - mrt mask
<br>The mask is applied followed by a gaussian blur only on some selected materials.
</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, screenUV, mrt, output, pass, vec4 } 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';
let camera, scene, renderer;
let postProcessing;
let spheres, rotate = true;
let mixer, clock;
init();
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.set( 1, 2, 3 );
scene = new THREE.Scene();
scene.backgroundNode = screenUV.y.mix( color( 0x66bbff ), color( 0x4466ff ) ).mul( .05 );
camera.lookAt( 0, 1, 0 );
clock = new THREE.Clock();
// lights
const light = new THREE.SpotLight( 0xffffff, 1 );
light.power = 2000;
camera.add( light );
scene.add( camera );
const loader = new GLTFLoader();
loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
const object = gltf.scene;
mixer = new THREE.AnimationMixer( object );
const material = object.children[ 0 ].children[ 0 ].material;
// add glow effect
material.mrtNode = mrt( { mask: output.add( 1 ) } );
const action = mixer.clipAction( gltf.animations[ 0 ] );
action.play();
scene.add( object );
} );
// spheres
const geometry = new THREE.SphereGeometry( .3, 32, 16 );
spheres = new THREE.Group();
scene.add( spheres );
function addSphere( color, mrtNode = null ) {
const distance = 1;
const id = spheres.children.length;
const rotation = THREE.MathUtils.degToRad( id * 90 );
const material = new THREE.MeshStandardNodeMaterial( { color } );
material.mrtNode = mrtNode;
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set(
Math.cos( rotation ) * distance,
1,
Math.sin( rotation ) * distance
);
spheres.add( mesh );
}
addSphere( 0x0000ff, mrt( { mask: output } ) );
addSphere( 0x00ff00 );
addSphere( 0xff0000 );
addSphere( 0x00ffff );
// 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 = 0.4;
document.body.appendChild( renderer.domElement );
// post processing
const scenePass = pass( scene, camera );
scenePass.setMRT( mrt( {
output: output.renderOutput(),
mask: vec4( 0 ) // empty as default, custom materials can set this
} ) );
const colorPass = scenePass.getTextureNode();
const maskPass = scenePass.getTextureNode( 'mask' );
postProcessing = new THREE.PostProcessing( renderer );
postProcessing.outputColorTransform = false;
postProcessing.outputNode = colorPass.add( gaussianBlur( maskPass, 1, 10 ).mul( .3 ) ).renderOutput();
// controls
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 1, 0 );
controls.addEventListener( 'start', () => rotate = false );
controls.addEventListener( 'end', () => rotate = true );
controls.update();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
const delta = clock.getDelta();
if ( mixer ) mixer.update( delta );
if ( rotate ) spheres.rotation.y += delta * 0.5;
postProcessing.render();
}
</script>
</body>
</html>