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earthquake_3d_viewer_front/three/examples/webgpu_postprocessing_trans...

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - scenes transition</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 scene transitions.<br/>
Original implementation by <a href="https://twitter.com/fernandojsg">fernandojsg</a> - <a href="https://github.com/kile/three.js-demos">github</a>
</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 { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import TWEEN from 'three/addons/libs/tween.module.js';
import { uniform, pass } from 'three/tsl';
import { transition } from 'three/addons/tsl/display/TransitionNode.js';
let renderer, postProcessing, transitionController, transitionPass;
const textures = [];
const clock = new THREE.Clock();
const effectController = {
animateScene: true,
animateTransition: true,
transition: 0,
_transition: uniform( 0 ),
useTexture: true,
_useTexture: uniform( 1 ),
texture: 5,
cycle: true,
threshold: uniform( 0.1 ),
};
function generateInstancedMesh( geometry, material, count ) {
const mesh = new THREE.InstancedMesh( geometry, material, count );
const dummy = new THREE.Object3D();
const color = new THREE.Color();
for ( let i = 0; i < count; i ++ ) {
dummy.position.x = Math.random() * 100 - 50;
dummy.position.y = Math.random() * 60 - 30;
dummy.position.z = Math.random() * 80 - 40;
dummy.rotation.x = Math.random() * 2 * Math.PI;
dummy.rotation.y = Math.random() * 2 * Math.PI;
dummy.rotation.z = Math.random() * 2 * Math.PI;
dummy.scale.x = Math.random() * 2 + 1;
if ( geometry.type === 'BoxGeometry' ) {
dummy.scale.y = Math.random() * 2 + 1;
dummy.scale.z = Math.random() * 2 + 1;
} else {
dummy.scale.y = dummy.scale.x;
dummy.scale.z = dummy.scale.x;
}
dummy.updateMatrix();
mesh.setMatrixAt( i, dummy.matrix );
mesh.setColorAt( i, color.setScalar( 0.1 + 0.9 * Math.random() ) );
}
return mesh;
}
function FXScene( geometry, rotationSpeed, backgroundColor ) {
const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.z = 20;
// Setup scene
const scene = new THREE.Scene();
scene.background = new THREE.Color( backgroundColor );
scene.add( new THREE.AmbientLight( 0xaaaaaa, 3 ) );
const light = new THREE.DirectionalLight( 0xffffff, 3 );
light.position.set( 0, 1, 4 );
scene.add( light );
this.rotationSpeed = rotationSpeed;
const color = geometry.type === 'BoxGeometry' ? 0x0000ff : 0xff0000;
const material = new THREE.MeshPhongNodeMaterial( { color: color, flatShading: true } );
const mesh = generateInstancedMesh( geometry, material, 500 );
scene.add( mesh );
this.scene = scene;
this.camera = camera;
this.mesh = mesh;
this.update = function ( delta ) {
if ( effectController.animateScene ) {
mesh.rotation.x += this.rotationSpeed.x * delta;
mesh.rotation.y += this.rotationSpeed.y * delta;
mesh.rotation.z += this.rotationSpeed.z * delta;
}
};
this.resize = function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
};
}
const fxSceneA = new FXScene( new THREE.BoxGeometry( 2, 2, 2 ), new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
const fxSceneB = new FXScene( new THREE.IcosahedronGeometry( 1, 1 ), new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
function init() {
// Initialize textures
const loader = new THREE.TextureLoader();
for ( let i = 0; i < 6; i ++ ) {
textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
}
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
postProcessing = new THREE.PostProcessing( renderer );
const scenePassA = pass( fxSceneA.scene, fxSceneA.camera );
const scenePassB = pass( fxSceneB.scene, fxSceneB.camera );
transitionPass = transition( scenePassA, scenePassB, new THREE.TextureNode( textures[ effectController.texture ] ), effectController._transition, effectController.threshold, effectController._useTexture );
postProcessing.outputNode = transitionPass;
const gui = new GUI();
gui.add( effectController, 'animateScene' ).name( 'Animate Scene' );
gui.add( effectController, 'animateTransition' ).name( 'Animate Transition' );
transitionController = gui.add( effectController, 'transition', 0, 1, 0.01 ).name( 'transition' ).onChange( () => {
effectController._transition.value = effectController.transition;
} );
gui.add( effectController, 'useTexture' ).onChange( () => {
const value = effectController.useTexture ? 1 : 0;
effectController._useTexture.value = value;
} );
gui.add( effectController, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } );
gui.add( effectController, 'cycle' );
gui.add( effectController.threshold, 'value', 0, 1, 0.01 ).name( 'threshold' );
}
window.addEventListener( 'resize', onWindowResize );
function onWindowResize() {
fxSceneA.resize();
fxSceneB.resize();
renderer.setSize( window.innerWidth, window.innerHeight );
}
new TWEEN.Tween( effectController )
.to( { transition: 1 }, 1500 )
.onUpdate( function ( ) {
transitionController.setValue( effectController.transition );
// Change the current alpha texture after each transition
if ( effectController.cycle ) {
if ( effectController.transition == 0 || effectController.transition == 1 ) {
effectController.texture = ( effectController.texture + 1 ) % textures.length;
}
}
} )
.repeat( Infinity )
.delay( 2000 )
.yoyo( true )
.start();
function animate() {
if ( effectController.animateTransition ) TWEEN.update();
if ( textures[ effectController.texture ] ) {
const mixTexture = textures[ effectController.texture ];
transitionPass.mixTextureNode.value = mixTexture;
}
const delta = clock.getDelta();
fxSceneA.update( delta );
fxSceneB.update( delta );
render();
}
function render() {
// Prevent render both scenes when it's not necessary
if ( effectController.transition === 0 ) {
renderer.render( fxSceneB.scene, fxSceneB.camera );
} else if ( effectController.transition === 1 ) {
renderer.render( fxSceneA.scene, fxSceneA.camera );
} else {
postProcessing.render();
}
}
init();
</script>
</body>
</html>