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earthquake_3d_viewer_front/three/examples/webgpu_centroid_sampling.html

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HTML

<html lang="en">
<head>
<title>three.js webgpu - centroid sampling</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>
<style>
body {
margin: 0;
overflow: hidden;
width: 100vw;
height: 100vh;
}
#demo {
display: flex;
flex-direction: row;
align-items: center;
}
.renderer-wrapper {
display: flex;
flex-direction: column;
align-items: center;
}
#antialising-disabled {
border-right: 1px solid black;
}
canvas {
width: 100%;
height: 100%;
}
</style>
<body>
<div id="demo">
<div id="antialising-disabled" class="renderer-wrapper">
<div>antialising disabled</div>
</div>
<div id="antialising-enabled" class="renderer-wrapper">
<div>antialising enabled</div>
</div>
</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 { varying, uv, texture, Fn } from 'three/tsl';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let rendererAntialiasingEnabled;
let rendererAntialiasingDisabled;
let camera;
let scene;
let gui;
const effectController = {
sampling: 'normal'
};
const atlasCanvas = document.createElement( 'canvas' );
atlasCanvas.width = 16;
atlasCanvas.height = 16;
const ctx = atlasCanvas.getContext( '2d' );
ctx.fillStyle = 'red';
ctx.fillRect( 0, 0, 8, 8 );
const redUVs = [ 0, 1, 0.5, 1, 0.5, 0.5, 0, 0.5 ];
ctx.fillStyle = 'green';
ctx.fillRect( 8, 0, 8, 8 );
const greenUVs = [ 1, 1, 0.5, 1, 0.5, 0.5, 1, 0.5 ];
ctx.fillStyle = 'blue';
ctx.fillRect( 0, 8, 8, 8 );
const blueUVs = [ 0, 0, 0.5, 0, 0.5, 0.5, 0, 0.5 ];
ctx.fillStyle = 'yellow';
ctx.fillRect( 8, 8, 8, 8 );
const yellowUVs = [ 1, 0, 0.5, 0, 0.5, 0.5, 1, 0.5 ];
const faces = [ redUVs, greenUVs, blueUVs, yellowUVs ];
const canvasTexture = new THREE.CanvasTexture( atlasCanvas );
canvasTexture.colorSpace = THREE.SRGBColorSpace;
canvasTexture.mapping = THREE.UVMapping;
canvasTexture.wrapS = THREE.RepeatWrapping;
canvasTexture.wrapT = THREE.RepeatWrapping;
canvasTexture.magFilter = THREE.NearestFilter;
canvasTexture.minFilter = THREE.NearestFilter;
canvasTexture.format = THREE.RGBAFormat;
canvasTexture.type = THREE.UnsignedByteType;
const forceWebGL = false;
init();
function init() {
camera = new THREE.PerspectiveCamera();
camera.fov = 60;
camera.near = 1;
camera.far = 2100;
camera.position.z = 50;
scene = new THREE.Scene();
const makeFaceGeometry = ( uvs ) => {
const geometry = new THREE.BufferGeometry();
const positions = [ - 1, - 1, 0, 1, - 1, 0, 1, 1, 0, - 1, 1, 0 ];
geometry.setAttribute(
'position',
new THREE.BufferAttribute( new Float32Array( positions ), 3 )
);
const indices = [ 0, 1, 2, 2, 3, 0 ];
geometry.setIndex( indices );
geometry.setAttribute(
'uv',
new THREE.BufferAttribute( new Float32Array( uvs ), 2 )
);
return geometry;
};
const material = new THREE.MeshBasicNodeMaterial();
const testUV = varying( uv(), 'testUV' );
const createShader = ( type, sampling ) => {
return Fn( () => {
testUV.setInterpolation( type, sampling );
return texture( canvasTexture, testUV ).rgb;
} );
};
const withFlatFirstShader = createShader( THREE.InterpolationSamplingType.FLAT, THREE.InterpolationSamplingMode.FIRST );
const withFlatEitherShader = createShader( THREE.InterpolationSamplingType.FLAT, THREE.InterpolationSamplingMode.EITHER );
const withSampleShader = Fn( () => {
testUV.setInterpolation( THREE.InterpolationSamplingType.PERSPECTIVE, THREE.InterpolationSamplingMode.SAMPLE );
return texture( canvasTexture, testUV ).rgb;
} );
const withInterpolationShader = Fn( () => {
testUV.setInterpolation( THREE.InterpolationSamplingType.PERSPECTIVE, THREE.InterpolationSamplingMode.CENTROID );
return texture( canvasTexture, testUV ).rgb;
} );
const withoutInterpolationShader = Fn( () => {
return texture( canvasTexture, uv() ).rgb;
} );
material.colorNode = withoutInterpolationShader();
const faceMeshes = [];
for ( let x = - 5; x < 5; x ++ ) {
for ( let y = - 5; y < 5; y ++ ) {
const face = faces[ Math.floor( Math.random() * faces.length ) ];
const geometry = makeFaceGeometry( face );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( x * 2, y * 2, 0 );
faceMeshes.push( mesh );
scene.add( mesh );
}
}
// Create Standard Renderer
rendererAntialiasingDisabled = new THREE.WebGPURenderer( {
antialias: false,
forceWebGL: forceWebGL
} );
rendererAntialiasingDisabled.setPixelRatio( window.devicePixelRatio );
rendererAntialiasingDisabled.setSize( window.innerWidth / 2, window.innerHeight );
rendererAntialiasingDisabled.setAnimationLoop( animateStandard );
// Create antialiased renderer
rendererAntialiasingEnabled = new THREE.WebGPURenderer( {
antialias: true,
forceWebGL: forceWebGL
} );
document.body.querySelector( '#antialising-enabled' ).appendChild( rendererAntialiasingEnabled.domElement );
rendererAntialiasingEnabled.setPixelRatio( window.devicePixelRatio );
rendererAntialiasingEnabled.setSize( window.innerWidth / 2, window.innerHeight );
rendererAntialiasingEnabled.setAnimationLoop( animateAliased );
document.body.querySelector( '#antialising-disabled' ).appendChild( rendererAntialiasingDisabled.domElement );
document.body.querySelector( '#antialising-disabled' ).appendChild( rendererAntialiasingDisabled.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize );
gui = new GUI();
gui.add( effectController, 'sampling', [
THREE.InterpolationSamplingMode.NORMAL,
THREE.InterpolationSamplingMode.CENTROID,
THREE.InterpolationSamplingMode.SAMPLE,
'flat first',
'flat either'
] ).onChange( () => {
const interpolationShaderLib = {
[ THREE.InterpolationSamplingMode.NORMAL ]: withoutInterpolationShader,
[ THREE.InterpolationSamplingMode.CENTROID ]: withInterpolationShader,
[ THREE.InterpolationSamplingMode.SAMPLE ]: withSampleShader,
[ 'flat first' ]: withFlatFirstShader,
[ 'flat either' ]: withFlatEitherShader
};
const shader = interpolationShaderLib[ effectController.sampling ];
for ( let i = 0; i < faceMeshes.length; i ++ ) {
faceMeshes[ i ].material.colorNode = shader();
faceMeshes[ i ].material.needsUpdate = true;
}
} );
}
function onWindowResize() {
const halfWidth = window.innerWidth / 2;
rendererAntialiasingDisabled.setSize( halfWidth, window.innerHeight );
rendererAntialiasingEnabled.setSize( halfWidth, window.innerHeight );
const aspect = ( halfWidth ) / window.innerHeight;
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animateStandard() {
rendererAntialiasingDisabled.render( scene, camera );
}
function animateAliased() {
rendererAntialiasingEnabled.render( scene, camera );
}
</script>
</body>
</html>