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earthquake_3d_viewer_front/three/examples/webgpu_caustics.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - caustics</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> - realtime caustics
</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 { uniform, refract, div, positionViewDirection, positionLocal, normalView, texture, Fn, vec2, vec3, vec4 } from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.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, controls;
let stats;
let gltf;
init();
async function init() {
camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.025, 5 );
camera.position.set( - 0.5, 0.35, 0.2 );
scene = new THREE.Scene();
// light
const spotLight = new THREE.SpotLight( 0xffffff, 1 );
spotLight.position.set( .2, .3, .2 );
spotLight.castShadow = true;
spotLight.angle = Math.PI / 6;
spotLight.penumbra = 1;
spotLight.decay = 2;
spotLight.distance = 0;
spotLight.shadow.mapType = THREE.HalfFloatType; // For HDR Caustics
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
spotLight.shadow.camera.near = .1;
spotLight.shadow.camera.far = 1;
spotLight.shadow.bias = - .003;
spotLight.shadow.intensity = .95;
scene.add( spotLight );
// model / textures
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
dracoLoader.setDecoderConfig( { type: 'js' } );
gltf = ( await new GLTFLoader().setDRACOLoader( dracoLoader ).loadAsync( './models/gltf/duck.glb' ) ).scene;
gltf.scale.setScalar( .5 );
scene.add( gltf );
const causticMap = new THREE.TextureLoader().load( './textures/opengameart/Caustic_Free.jpg' );
causticMap.wrapS = causticMap.wrapT = THREE.RepeatWrapping;
causticMap.colorSpace = THREE.SRGBColorSpace;
// objects / material
const duck = gltf.children[ 0 ];
duck.material = new THREE.MeshPhysicalNodeMaterial();
duck.material.side = THREE.DoubleSide;
duck.material.transparent = true;
duck.material.color = new THREE.Color( 0xFFD700 );
duck.material.transmission = 1;
duck.material.thickness = .25;
duck.material.ior = 1.5;
duck.material.metalness = 0;
duck.material.roughness = .1;
duck.castShadow = true;
// tsl shader
const causticOcclusion = uniform( 20 );
duck.material.castShadowPositionNode = Fn( () => {
// optional: add some distortion to the geometry shadow position if needed
return positionLocal;
} )();
duck.material.castShadowNode = Fn( () => {
const refractionVector = refract( positionViewDirection.negate(), normalView, div( 1.0, duck.material.ior ) ).normalize();
const viewZ = normalView.z.pow( causticOcclusion );
const textureUV = refractionVector.xy.mul( .6 );
const causticColor = uniform( duck.material.color );
const chromaticAberrationOffset = normalView.z.pow( - .9 ).mul( .004 );
const causticProjection = vec3(
texture( causticMap, textureUV.add( vec2( chromaticAberrationOffset.x.negate(), 0 ) ) ).r,
texture( causticMap, textureUV.add( vec2( 0, chromaticAberrationOffset.y.negate() ) ) ).g,
texture( causticMap, textureUV.add( vec2( chromaticAberrationOffset.x, chromaticAberrationOffset.y ) ) ).b
);
return causticProjection.mul( viewZ.mul( 25 ) ).add( viewZ ).mul( causticColor );
} )();
//
const textureLoader = new THREE.TextureLoader();
// glass
const colorMap = textureLoader.load( 'textures/colors.png' );
colorMap.wrapS = colorMap.wrapT = THREE.RepeatWrapping;
colorMap.colorSpace = THREE.SRGBColorSpace;
const glassMaterial = new THREE.MeshPhysicalNodeMaterial();
glassMaterial.map = colorMap;
glassMaterial.side = THREE.DoubleSide;
glassMaterial.transparent = true;
glassMaterial.color = new THREE.Color( 0xffffff );
glassMaterial.transmission = 1;
glassMaterial.ior = 1.5;
glassMaterial.metalness = 0;
glassMaterial.roughness = .1;
glassMaterial.castShadowNode = vec4( texture( colorMap ).rgb, .8 );
const glass = new THREE.Mesh( new THREE.PlaneGeometry( .2, .2 ), glassMaterial );
glass.position.y = .1;
glass.castShadow = true;
glass.visible = false;
scene.add( glass );
// gui
const gui = new GUI();
gui.add( causticOcclusion, 'value', 0, 20 ).name( 'caustic occlusion' );
gui.addColor( duck.material, 'color' ).name( 'material color' );
gui.add( { model: 'duck' }, 'model', [
'duck',
'glass'
] ).onChange( model => {
duck.visible = glass.visible = false;
if ( model === 'duck' ) {
duck.visible = true;
} else if ( model === 'glass' ) {
glass.visible = true;
}
} );
// ground
const map = textureLoader.load( 'textures/hardwood2_diffuse.jpg' );
map.wrapS = map.wrapT = THREE.RepeatWrapping;
map.repeat.set( 10, 10 );
const geometry = new THREE.PlaneGeometry( 2, 2 );
const material = new THREE.MeshStandardMaterial( { color: 0x999999, map } );
const ground = new THREE.Mesh( geometry, material );
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
scene.add( ground );
// renderer
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.shadowMap.enabled = true;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
// stats
stats = new Stats();
document.body.appendChild( stats.dom );
// controls
controls = new OrbitControls( camera, renderer.domElement );
controls.maxDistance = 3;
controls.maxPolarAngle = Math.PI / 2;
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
stats.update();
for ( const mesh of gltf.children ) {
mesh.rotation.y -= .01;
}
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>