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earthquake_3d_viewer_front/three/examples/webgpu_tsl_procedural_terra...

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - procedural terrain</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 webgpu</a> - procedural terrain
<br>
Based on <a href="https://threejs-journey.com/lessons/procedural-terrain-shader" target="_blank" rel="noopener">Three.js Journey</a> lessons
</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 { mx_noise_float, color, cross, dot, float, transformNormalToView, positionLocal, sign, step, Fn, uniform, varying, vec2, vec3, Loop } from 'three/tsl';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
let camera, scene, renderer, controls, drag;
init();
function init() {
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( - 10, 8, - 2.2 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x201919 );
const gui = new GUI();
// environment
const rgbeLoader = new RGBELoader();
rgbeLoader.load( './textures/equirectangular/pedestrian_overpass_1k.hdr', ( environmentMap ) => {
environmentMap.mapping = THREE.EquirectangularReflectionMapping;
scene.background = environmentMap;
scene.backgroundBlurriness = 0.5;
scene.environment = environmentMap;
} );
// lights
const directionalLight = new THREE.DirectionalLight( '#ffffff', 2 );
directionalLight.position.set( 6.25, 3, 4 );
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set( 1024, 1024 );
directionalLight.shadow.camera.near = 0.1;
directionalLight.shadow.camera.far = 30;
directionalLight.shadow.camera.top = 8;
directionalLight.shadow.camera.right = 8;
directionalLight.shadow.camera.bottom = - 8;
directionalLight.shadow.camera.left = - 8;
directionalLight.shadow.normalBias = 0.05;
directionalLight.shadow.bias = 0;
scene.add( directionalLight );
// terrain
const material = new THREE.MeshStandardNodeMaterial( {
metalness: 0,
roughness: 0.5,
color: '#85d534'
} );
const noiseIterations = uniform( 3 );
const positionFrequency = uniform( 0.175 );
const warpFrequency = uniform( 6 );
const warpStrength = uniform( 1 );
const strength = uniform( 10 );
const offset = uniform( vec2( 0, 0 ) );
const normalLookUpShift = uniform( 0.01 );
const colorSand = uniform( color( '#ffe894' ) );
const colorGrass = uniform( color( '#85d534' ) );
const colorSnow = uniform( color( '#ffffff' ) );
const colorRock = uniform( color( '#bfbd8d' ) );
const vNormal = varying( vec3() );
const vPosition = varying( vec3() );
const terrainElevation = Fn( ( [ position ] ) => {
const warpedPosition = position.add( offset ).toVar();
warpedPosition.addAssign( mx_noise_float( warpedPosition.mul( positionFrequency ).mul( warpFrequency ), 1, 0 ).mul( warpStrength ) );
const elevation = float( 0 ).toVar();
Loop( { type: 'float', start: float( 1 ), end: noiseIterations.toFloat(), condition: '<=' }, ( { i } ) => {
const noiseInput = warpedPosition.mul( positionFrequency ).mul( i.mul( 2 ) ).add( i.mul( 987 ) );
const noise = mx_noise_float( noiseInput, 1, 0 ).div( i.add( 1 ).mul( 2 ) );
elevation.addAssign( noise );
} );
const elevationSign = sign( elevation );
elevation.assign( elevation.abs().pow( 2 ).mul( elevationSign ).mul( strength ) );
return elevation;
} );
material.positionNode = Fn( () => {
// neighbours positions
const neighbourA = positionLocal.xyz.add( vec3( normalLookUpShift, 0.0, 0.0 ) ).toVar();
const neighbourB = positionLocal.xyz.add( vec3( 0.0, 0.0, normalLookUpShift.negate() ) ).toVar();
// elevations
const position = positionLocal.xyz.toVar();
const elevation = terrainElevation( positionLocal.xz );
position.y.addAssign( elevation );
neighbourA.y.addAssign( terrainElevation( neighbourA.xz ) );
neighbourB.y.addAssign( terrainElevation( neighbourB.xz ) );
// compute normal
const toA = neighbourA.sub( position ).normalize();
const toB = neighbourB.sub( position ).normalize();
vNormal.assign( cross( toA, toB ) );
// varyings
vPosition.assign( position.add( vec3( offset.x, 0, offset.y ) ) );
return position;
} )();
material.normalNode = transformNormalToView( vNormal );
material.colorNode = Fn( () => {
const finalColor = colorSand.toVar();
// grass
const grassMix = step( - 0.06, vPosition.y );
finalColor.assign( grassMix.mix( finalColor, colorGrass ) );
// rock
const rockMix = step( 0.5, dot( vNormal, vec3( 0, 1, 0 ) ) ).oneMinus().mul( step( - 0.06, vPosition.y ) );
finalColor.assign( rockMix.mix( finalColor, colorRock ) );
// snow
const snowThreshold = mx_noise_float( vPosition.xz.mul( 25 ), 1, 0 ).mul( 0.1 ).add( 0.45 );
const snowMix = step( snowThreshold, vPosition.y );
finalColor.assign( snowMix.mix( finalColor, colorSnow ) );
return finalColor;
} )();
const geometry = new THREE.PlaneGeometry( 10, 10, 500, 500 );
geometry.deleteAttribute( 'uv' );
geometry.deleteAttribute( 'normal' );
geometry.rotateX( - Math.PI * 0.5 );
const terrain = new THREE.Mesh( geometry, material );
terrain.receiveShadow = true;
terrain.castShadow = true;
scene.add( terrain );
// debug
const terrainGui = gui.addFolder( '🏔️ terrain' );
terrainGui.add( noiseIterations, 'value', 0, 10, 1 ).name( 'noiseIterations' );
terrainGui.add( positionFrequency, 'value', 0, 1, 0.001 ).name( 'positionFrequency' );
terrainGui.add( strength, 'value', 0, 20, 0.001 ).name( 'strength' );
terrainGui.add( warpFrequency, 'value', 0, 20, 0.001 ).name( 'warpFrequency' );
terrainGui.add( warpStrength, 'value', 0, 2, 0.001 ).name( 'warpStrength' );
terrainGui.addColor( { color: colorSand.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorSand' ).onChange( value => colorSand.value.set( value ) );
terrainGui.addColor( { color: colorGrass.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorGrass' ).onChange( value => colorGrass.value.set( value ) );
terrainGui.addColor( { color: colorSnow.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorSnow' ).onChange( value => colorSnow.value.set( value ) );
terrainGui.addColor( { color: colorRock.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorRock' ).onChange( value => colorRock.value.set( value ) );
// water
const water = new THREE.Mesh(
new THREE.PlaneGeometry( 10, 10, 1, 1 ),
new THREE.MeshPhysicalMaterial( {
transmission: 1,
roughness: 0.5,
ior: 1.333,
color: '#4db2ff'
} )
);
water.rotation.x = - Math.PI * 0.5;
water.position.y = - 0.1;
scene.add( water );
const waterGui = gui.addFolder( '💧 water' );
waterGui.add( water.material, 'roughness', 0, 1, 0.01 );
waterGui.add( water.material, 'ior' ).min( 1 ).max( 2 ).step( 0.001 );
waterGui.addColor( { color: water.material.color.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => water.material.color.set( value ) );
// renderer
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.shadowMap.enabled = true;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
// controls
controls = new OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.45;
controls.target.y = - 0.5;
controls.enableDamping = true;
controls.minDistance = 0.1;
controls.maxDistance = 50;
// drag
drag = {};
drag.screenCoords = new THREE.Vector2();
drag.prevWorldCoords = new THREE.Vector3();
drag.worldCoords = new THREE.Vector3();
drag.raycaster = new THREE.Raycaster();
drag.down = false;
drag.hover = false;
drag.object = new THREE.Mesh( new THREE.PlaneGeometry( 10, 10, 1, 1 ), new THREE.MeshBasicMaterial() );
drag.object.rotation.x = - Math.PI * 0.5;
drag.object.visible = false;
scene.add( drag.object );
drag.getIntersect = () => {
drag.raycaster.setFromCamera( drag.screenCoords, camera );
const intersects = drag.raycaster.intersectObject( drag.object );
if ( intersects.length )
return intersects[ 0 ];
return null;
};
drag.update = () => {
const intersect = drag.getIntersect();
if ( intersect ) {
drag.hover = true;
if ( ! drag.down )
renderer.domElement.style.cursor = 'grab';
} else {
drag.hover = false;
renderer.domElement.style.cursor = 'default';
}
if ( drag.hover && drag.down ) {
drag.worldCoords.copy( intersect.point );
const delta = drag.prevWorldCoords.sub( drag.worldCoords );
offset.value.x += delta.x;
offset.value.y += delta.z;
}
drag.prevWorldCoords.copy( drag.worldCoords );
};
window.addEventListener( 'pointermove', ( event ) => {
drag.screenCoords.x = ( event.clientX / window.innerWidth - 0.5 ) * 2;
drag.screenCoords.y = - ( event.clientY / window.innerHeight - 0.5 ) * 2;
} );
window.addEventListener( 'pointerdown', () => {
if ( drag.hover ) {
renderer.domElement.style.cursor = 'grabbing';
controls.enabled = false;
drag.down = true;
drag.object.scale.setScalar( 10 );
const intersect = drag.getIntersect();
drag.prevWorldCoords.copy( intersect.point );
drag.worldCoords.copy( intersect.point );
}
} );
window.addEventListener( 'pointerup', () => {
drag.down = false;
controls.enabled = true;
drag.object.scale.setScalar( 1 );
} );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
async function animate() {
controls.update();
drag.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>