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earthquake_3d_viewer_front/three/examples/webgpu_reflection_roughness...

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - roughness reflection</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 - roughness reflection
</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, vec2, vec4, texture, uv, textureBicubic, rangeFogFactor, reflector, time } from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer;
let controls;
let stats;
init();
async function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
camera.position.set( - 4, 1, 4 );
scene = new THREE.Scene();
const loader = new UltraHDRLoader();
loader.setDataType( THREE.HalfFloatType );
loader.load( `textures/equirectangular/spruit_sunrise_2k.hdr.jpg`, function ( texture ) {
texture.mapping = THREE.EquirectangularReflectionMapping;
texture.needsUpdate = true;
scene.background = texture;
scene.environment = texture;
} );
// textures
const textureLoader = new THREE.TextureLoader();
const uvMap = textureLoader.load( 'textures/uv_grid_directx.jpg' );
uvMap.colorSpace = THREE.SRGBColorSpace;
const perlinMap = textureLoader.load( './textures/noises/perlin/rgb-256x256.png' );
perlinMap.wrapS = THREE.RepeatWrapping;
perlinMap.wrapT = THREE.RepeatWrapping;
perlinMap.colorSpace = THREE.SRGBColorSpace;
// uv box for debugging
const mesh = new THREE.Mesh(
new THREE.BoxGeometry( 1, 1, 1 ),
new THREE.MeshStandardNodeMaterial( {
map: uvMap,
roughnessMap: uvMap,
emissiveMap: uvMap,
emissive: 0xffffff
} )
);
mesh.position.set( 0, 1.25, 0 );
mesh.scale.setScalar( 2 );
scene.add( mesh );
// reflection
const reflection = reflector( { resolution: .5, bounces: false, generateMipmaps: true } ); // 0.5 is half of the rendering view
reflection.target.rotateX( - Math.PI / 2 );
scene.add( reflection.target );
const animatedUV = uv().mul( 10 ).add( vec2( time.mul( .1 ), 0 ) );
const roughness = texture( perlinMap, animatedUV ).r.mul( 2 ).saturate();
const floorMaterial = new THREE.MeshStandardNodeMaterial();
floorMaterial.transparent = true;
floorMaterial.metalness = 1;
floorMaterial.roughnessNode = roughness.mul( .2 );
floorMaterial.colorNode = Fn( () => {
// blur reflection using textureBicubic()
const dirtyReflection = textureBicubic( reflection, roughness.mul( .9 ) );
// falloff opacity by distance like an opacity-fog
const opacity = rangeFogFactor( 7, 25 ).oneMinus();
return vec4( dirtyReflection.rgb, opacity );
} )();
const floor = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), floorMaterial );
floor.position.set( 0, 0, 0 );
scene.add( floor );
// renderer
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.NeutralToneMapping;
renderer.toneMappingExposure = 1.5;
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 1;
controls.maxDistance = 10;
controls.maxPolarAngle = Math.PI / 2;
controls.autoRotate = true;
controls.autoRotateSpeed = - .1;
controls.target.set( 0, .75, 0 );
controls.update();
// events
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate( time ) {
stats.update();
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>