You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
earthquake_3d_viewer_front/three/examples/webgpu_postprocessing_3dlut...

267 lines
7.2 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - 3d luts</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> - post processing - 3D LUTs<br />
Based on <a href="https://threejs-journey.com/lessons/coffee-smoke-shader" target="_blank" rel="noopener">Three.js Journey</a> lesson<br />
Perlin noise texture from <a href="http://kitfox.com/projects/perlinNoiseMaker/" target="_blank" rel="noopener">Perlin Noise Maker</a>,
LUTs from <a href="https://www.rocketstock.com/free-after-effects-templates/35-free-luts-for-color-grading-videos/">RocketStock</a>, <a href="https://www.freepresets.com/product/free-luts-cinematic/">FreePresets.com</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 { mix, mul, oneMinus, positionLocal, smoothstep, texture, time, rotateUV, Fn, uv, vec2, vec3, vec4, pass, texture3D, uniform, renderOutput } from 'three/tsl';
import { lut3D } from 'three/addons/tsl/display/Lut3DNode.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { LUTCubeLoader } from 'three/addons/loaders/LUTCubeLoader.js';
import { LUT3dlLoader } from 'three/addons/loaders/LUT3dlLoader.js';
import { LUTImageLoader } from 'three/addons/loaders/LUTImageLoader.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
const params = {
lut: 'Bourbon 64.CUBE',
intensity: 1
};
const lutMap = {
'Bourbon 64.CUBE': null,
'Chemical 168.CUBE': null,
'Clayton 33.CUBE': null,
'Cubicle 99.CUBE': null,
'Remy 24.CUBE': null,
'Presetpro-Cinematic.3dl': null,
'NeutralLUT': null,
'B&WLUT': null,
'NightLUT': null
};
let camera, scene, renderer, postProcessing, controls, lutPass;
init();
async function init() {
camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 8, 10, 12 );
scene = new THREE.Scene();
// Loaders
const gltfLoader = new GLTFLoader();
const textureLoader = new THREE.TextureLoader();
// LUTs
const lutCubeLoader = new LUTCubeLoader();
const lutImageLoader = new LUTImageLoader();
const lut3dlLoader = new LUT3dlLoader();
for ( const name in lutMap ) {
if ( /\.CUBE$/i.test( name ) ) {
lutMap[ name ] = lutCubeLoader.loadAsync( 'luts/' + name );
} else if ( /\LUT$/i.test( name ) ) {
lutMap[ name ] = lutImageLoader.loadAsync( `luts/${name}.png` );
} else {
lutMap[ name ] = lut3dlLoader.loadAsync( 'luts/' + name );
}
}
const pendings = Object.values( lutMap );
await Promise.all( pendings );
for ( const name in lutMap ) {
lutMap[ name ] = await lutMap[ name ];
}
// baked model
gltfLoader.load(
'./models/gltf/coffeeMug.glb',
( gltf ) => {
gltf.scene.getObjectByName( 'baked' ).material.map.anisotropy = 8;
scene.add( gltf.scene );
}
);
// geometry
const smokeGeometry = new THREE.PlaneGeometry( 1, 1, 16, 64 );
smokeGeometry.translate( 0, 0.5, 0 );
smokeGeometry.scale( 1.5, 6, 1.5 );
// texture
const noiseTexture = textureLoader.load( './textures/noises/perlin/128x128.png' );
noiseTexture.wrapS = THREE.RepeatWrapping;
noiseTexture.wrapT = THREE.RepeatWrapping;
// material
const smokeMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, side: THREE.DoubleSide, depthWrite: false } );
// position
smokeMaterial.positionNode = Fn( () => {
// twist
const twistNoiseUv = vec2( 0.5, uv().y.mul( 0.2 ).sub( time.mul( 0.005 ) ).mod( 1 ) );
const twist = texture( noiseTexture, twistNoiseUv ).r.mul( 10 );
positionLocal.xz.assign( rotateUV( positionLocal.xz, twist, vec2( 0 ) ) );
// wind
const windOffset = vec2(
texture( noiseTexture, vec2( 0.25, time.mul( 0.01 ) ).mod( 1 ) ).r.sub( 0.5 ),
texture( noiseTexture, vec2( 0.75, time.mul( 0.01 ) ).mod( 1 ) ).r.sub( 0.5 ),
).mul( uv().y.pow( 2 ).mul( 10 ) );
positionLocal.addAssign( windOffset );
return positionLocal;
} )();
// color
smokeMaterial.colorNode = Fn( () => {
// alpha
const alphaNoiseUv = uv().mul( vec2( 0.5, 0.3 ) ).add( vec2( 0, time.mul( 0.03 ).negate() ) );
const alpha = mul(
// pattern
texture( noiseTexture, alphaNoiseUv ).r.smoothstep( 0.4, 1 ),
// edges fade
smoothstep( 0, 0.1, uv().x ),
smoothstep( 0, 0.1, oneMinus( uv().x ) ),
smoothstep( 0, 0.1, uv().y ),
smoothstep( 0, 0.1, oneMinus( uv().y ) )
);
// color
const finalColor = mix( vec3( 0.6, 0.3, 0.2 ), vec3( 1, 1, 1 ), alpha.pow( 3 ) );
return vec4( finalColor, alpha );
} )();
// mesh
const smoke = new THREE.Mesh( smokeGeometry, smokeMaterial );
smoke.position.y = 1.83;
scene.add( smoke );
// renderer
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
// post processing
postProcessing = new THREE.PostProcessing( renderer );
// ignore default output color transform ( toneMapping and outputColorSpace )
// use renderOutput() for control the sequence
postProcessing.outputColorTransform = false;
// scene pass
const scenePass = pass( scene, camera );
const outputPass = renderOutput( scenePass );
const lut = lutMap[ params.lut ];
lutPass = lut3D( outputPass, texture3D( lut.texture3D ), lut.texture3D.image.width, uniform( 1 ) );
postProcessing.outputNode = lutPass;
// controls
controls = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.minDistance = 0.1;
controls.maxDistance = 50;
controls.target.y = 3;
// gui
const gui = new GUI();
gui.add( params, 'lut', Object.keys( lutMap ) );
gui.add( params, 'intensity' ).min( 0 ).max( 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();
lutPass.intensityNode.value = params.intensity;
if ( lutMap[ params.lut ] ) {
const lut = lutMap[ params.lut ];
lutPass.lutNode.value = lut.texture3D;
lutPass.size.value = lut.texture3D.image.width;
}
postProcessing.render();
}
</script>
</body>
</html>