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earthquake_3d_viewer_front/three/examples/webgpu_tsl_interoperability...

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<html lang="en">
<head>
<title>three.js - wgsl/tsl node interoperability</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 - wgsl/tsl node interoperability
<br />CRT Shader adapted from <a href="https://mini.gmshaders.com/p/gm-shaders-mini-crt" target="_blank" rel="noopener"> Xor</a>.
</div>
<div id="container">
<canvas id="c"></canvas>
</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, attribute, varyingProperty, time, uniform, wgslFn, texture, sampler, uv, clamp, float, vec2, vec3, fract, floor, positionGeometry, sin } from 'three/tsl';
import WebGPU from 'three/addons/capabilities/WebGPU.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let renderer, camera, scene;
const dpr = window.devicePixelRatio;
const crtWidthUniform = uniform( 1608 );
const crtHeightUniform = uniform( 1608 );
const canvas = document.getElementById( 'c' );
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
renderer.render( scene, camera );
}
function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw new Error( 'No WebGPU support' );
}
const vUv = varyingProperty( 'vec2', 'vUv' );
// In WGSL, access varying properties from the varying struct
const wgslVertexShader = wgslFn( `
fn crtVertex(
position: vec3f,
uv: vec2f
) -> vec3<f32> {
varyings.vUv = uv;
return position;
}
`, [
vUv
] );
// Only wgsl vertex shaders take varyings arguments when defined.
// For a wgsl fragment shader, pass the varyingProperty node to the
// fragment shader's constructor to access the varying value computed
// by the vertex shader.
const wgslFragmentShader = wgslFn( `
fn crtFragment(
vUv: vec2f,
tex: texture_2d<f32>,
texSampler: sampler,
crtWidth: f32,
crtHeight: f32,
cellOffset: f32,
cellSize: f32,
borderMask: f32,
time: f32,
speed: f32,
pulseIntensity: f32,
pulseWidth: f32,
pulseRate: f32
) -> vec3<f32> {
// Convert uv into map of pixels
var pixel = ( vUv * 0.5 + 0.5 ) * vec2<f32>(
crtWidth,
crtHeight
);
// Coordinate for each cell in the pixel map
let coord = pixel / cellSize;
// Three color values for each cell (r, g, b)
let subcoord = coord * vec2f( 3.0, 1.0 );
let offset = vec2<f32>( 0, fract( floor( coord.x ) * cellOffset ) );
let maskCoord = floor( coord + offset ) * cellSize;
var samplePoint = maskCoord / vec2<f32>(crtWidth, crtHeight);
samplePoint.x += fract( time * speed / 20 );
var color = textureSample(
tex,
texSampler,
samplePoint
).xyz;
// Current implementation does not give an even amount of space to each r, g, b unit of a cell
// Fix/hack this by multiplying subCoord.x by cellSize at cellSizes below 6
let ind = floor( subcoord.x ) % 3;
var maskColor = vec3<f32>(
f32( ind == 0.0 ),
f32( ind == 1.0 ),
f32( ind == 2.0 )
) * 3.0;
let cellUV = fract( subcoord + offset ) * 2.0 - 1.0;
var border: vec2<f32> = 1.0 - cellUV * cellUV * borderMask;
maskColor *= vec3f( clamp( border.x, 0.0, 1.0 ) * clamp( border.y, 0.0, 1.0) );
color *= maskColor;
color.r *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
color.b *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
color.g *= 1.0 + pulseIntensity * sin( pixel.y / pulseWidth + time * pulseRate );
return color;
}
` );
const textureLoader = new THREE.TextureLoader();
const planetTexture = textureLoader.load( 'textures/planets/earth_lights_2048.png' );
planetTexture.wrapS = THREE.RepeatWrapping;
planetTexture.wrapT = THREE.RepeatWrapping;
// Node Uniforms:
// Passed to WGSL Functions.
// Manipulated directly in TSL Functions.
const cellOffsetUniform = uniform( 0.5 );
const cellSizeUniform = uniform( 6 );
const borderMaskUniform = uniform( 1 );
const pulseIntensityUniform = uniform( 0.06 );
const pulseWidthUniform = uniform( 60 );
const pulseRateUniform = uniform( 20 );
const wgslShaderSpeedUniform = uniform( 1.0 );
const tslShaderSpeedUniform = uniform( 1.0 );
//
const wgslShaderMaterial = new THREE.MeshBasicNodeMaterial();
// Accessed attributes correspond to a Mesh or BufferGeometry's setAttribute() calls.
wgslShaderMaterial.positionNode = wgslVertexShader( {
position: attribute( 'position' ),
uv: attribute( 'uv' )
} );
wgslShaderMaterial.fragmentNode = wgslFragmentShader( {
vUv: vUv,
tex: texture( planetTexture ),
texSampler: sampler( planetTexture ),
crtWidth: crtWidthUniform,
crtHeight: crtHeightUniform,
cellOffset: cellOffsetUniform,
cellSize: cellSizeUniform,
borderMask: borderMaskUniform,
time: time,
speed: wgslShaderSpeedUniform,
pulseIntensity: pulseIntensityUniform,
pulseWidth: pulseWidthUniform,
pulseRate: pulseRateUniform
} );
//
const tslVertexShader = Fn( () => {
vUv.assign( uv() );
return positionGeometry;
} );
const tslFragmentShader = Fn( () => {
const dimensions = vec2( crtWidthUniform, crtHeightUniform );
const translatedUV = vUv.mul( 0.5 ).add( 0.5 );
const pixel = translatedUV.mul( dimensions );
const coord = pixel.div( cellSizeUniform );
const subCoord = coord.mul( vec2( 3.0, 1.0 ) );
const cellOffset = vec2(
0.0,
fract( floor( coord.x ).mul( cellOffsetUniform ) )
);
const maskCoord = floor( coord.add( cellOffset ) ).mul( cellSizeUniform );
const samplePoint = maskCoord.div( dimensions );
const scaledTime = time.mul( tslShaderSpeedUniform );
samplePoint.x = samplePoint.x.add( fract( scaledTime.div( 20 ) ) );
samplePoint.y = samplePoint.y.sub( 1.5 );
let color = texture( planetTexture, samplePoint );
const ind = floor( subCoord.x ).mod( 3 );
let maskColor = vec3(
ind.equal( 0.0 ),
ind.equal( 1.0 ),
ind.equal( 2.0 )
).mul( 3.0 );
const subCoordOffset = fract( subCoord.add( cellOffset ) );
let cellUV = subCoordOffset.mul( 2.0 );
cellUV = cellUV.sub( 1.0 );
const border = float( 1.0 ).sub(
cellUV.mul( cellUV ).mul( borderMaskUniform )
);
const clampX = clamp( border.x, 0.0, 1.0 );
const clampY = clamp( border.y, 0.0, 1.0 );
const borderClamp = clampX.mul( clampY );
maskColor = maskColor.mul( borderClamp );
color = color.mul( maskColor );
const pixelDampen = pixel.y.div( pulseWidthUniform );
let pulse = sin( pixelDampen.add( time.mul( pulseRateUniform ) ) );
pulse = pulse.mul( pulseIntensityUniform );
color = color.mul( float( 1.0 ).add( pulse ) );
return color;
} );
const tslShaderMaterial = new THREE.MeshBasicNodeMaterial();
tslShaderMaterial.positionNode = tslVertexShader();
tslShaderMaterial.colorNode = tslFragmentShader();
camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
scene = new THREE.Scene();
const geometry = new THREE.PlaneGeometry( 2, 1 );
const wgslQuad = new THREE.Mesh( geometry, wgslShaderMaterial );
wgslQuad.position.y += 0.5;
scene.add( wgslQuad );
const tslQuad = new THREE.Mesh( geometry, tslShaderMaterial );
tslQuad.position.y -= 0.5;
scene.add( tslQuad );
renderer = new THREE.WebGPURenderer( { antialias: true, canvas: canvas } );
renderer.setPixelRatio( dpr );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.outputColorSpace = THREE.LinearSRGBColorSpace;
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
const gui = new GUI();
gui.add( cellSizeUniform, 'value', 6, 50, 1 ).name( 'Cell Size' );
gui.add( cellOffsetUniform, 'value', 0, 1, 0.1 ).name( 'Cell Offset' );
gui.add( borderMaskUniform, 'value', 0, 5, 0.1 ).name( 'Border Mask' );
gui.add( pulseIntensityUniform, 'value', 0, 0.5, 0.01 ).name( 'Pulse Intensity' );
gui.add( pulseWidthUniform, 'value', 10, 100, 5 ).name( 'Pulse Width' );
gui.add( wgslShaderSpeedUniform, 'value', 1, 10 ).name( 'WGSL Shader Speed' );
gui.add( tslShaderSpeedUniform, 'value', 1, 10 ).name( 'TSL Shader Speed' );
}
init();
</script>
</body>
</html>