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earthquake_3d_viewer_front/three/examples/webgpu_volume_lighting.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - volumetric lighting</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 - volumetric lighting
<br>Improve the quality/performance adjusting the parameters in the Controls
</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 { vec3, Fn, time, texture3D, screenUV, uniform, screenCoordinate, pass } from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
import { bayer16 } from 'three/addons/tsl/math/Bayer.js';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
let renderer, scene, camera;
let volumetricMesh, teapot, pointLight, spotLight;
let postProcessing;
let stats;
init();
function createTexture3D() {
let i = 0;
const size = 128;
const data = new Uint8Array( size * size * size );
const scale = 10;
const perlin = new ImprovedNoise();
const repeatFactor = 5.0;
for ( let z = 0; z < size; z ++ ) {
for ( let y = 0; y < size; y ++ ) {
for ( let x = 0; x < size; x ++ ) {
const nx = ( x / size ) * repeatFactor;
const ny = ( y / size ) * repeatFactor;
const nz = ( z / size ) * repeatFactor;
const noiseValue = perlin.noise( nx * scale, ny * scale, nz * scale );
data[ i ] = ( 128 + 128 * noiseValue );
i ++;
}
}
}
const texture = new THREE.Data3DTexture( data, size, size, size );
texture.format = THREE.RedFormat;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.unpackAlignment = 1;
texture.needsUpdate = true;
return texture;
}
function init() {
const LAYER_VOLUMETRIC_LIGHTING = 10;
stats = new Stats();
document.body.appendChild( stats.dom );
renderer = new THREE.WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.NeutralToneMapping;
renderer.toneMappingExposure = 2;
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( - 8, 1, - 6 );
const controls = new OrbitControls( camera, renderer.domElement );
controls.maxDistance = 40;
controls.minDistance = 2;
// Volumetric Fog Area
const noiseTexture3D = createTexture3D();
const smokeAmount = uniform( 2 );
const volumetricMaterial = new THREE.VolumeNodeMaterial();
volumetricMaterial.steps = 12;
volumetricMaterial.offsetNode = bayer16( screenCoordinate ); // Add dithering to reduce banding
volumetricMaterial.scatteringNode = Fn( ( { positionRay } ) => {
// Return the amount of fog based on the noise texture
const timeScaled = vec3( time, 0, time.mul( .3 ) );
const sampleGrain = ( scale, timeScale = 1 ) => texture3D( noiseTexture3D, positionRay.add( timeScaled.mul( timeScale ) ).mul( scale ).mod( 1 ), 0 ).r.add( .5 );
let density = sampleGrain( .1 );
density = density.mul( sampleGrain( .05, 1 ) );
density = density.mul( sampleGrain( .02, 2 ) );
return smokeAmount.mix( 1, density );
} );
volumetricMesh = new THREE.Mesh( new THREE.BoxGeometry( 20, 10, 20 ), volumetricMaterial );
volumetricMesh.receiveShadow = true;
volumetricMesh.position.y = 2;
volumetricMesh.layers.disableAll();
volumetricMesh.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
scene.add( volumetricMesh );
// Objects
teapot = new THREE.Mesh( new TeapotGeometry( .8, 18 ), new THREE.MeshStandardMaterial( { color: 0xffffff, side: THREE.DoubleSide } ) );
teapot.castShadow = true;
scene.add( teapot );
const floor = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshStandardMaterial( { color: 0xffffff } ) );
floor.rotation.x = - Math.PI / 2;
floor.position.y = - 3;
floor.receiveShadow = true;
scene.add( floor );
// Lights
pointLight = new THREE.PointLight( 0xf9bb50, 3, 100 );
pointLight.castShadow = true;
pointLight.position.set( 0, 1.4, 0 );
pointLight.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
//lightBase.add( new THREE.Mesh( new THREE.SphereGeometry( 0.1, 16, 16 ), new THREE.MeshBasicMaterial( { color: 0xf9bb50 } ) ) );
scene.add( pointLight );
spotLight = new THREE.SpotLight( 0xffffff, 100 );
spotLight.position.set( 2.5, 5, 2.5 );
spotLight.angle = Math.PI / 6;
spotLight.penumbra = 1;
spotLight.decay = 2;
spotLight.distance = 0;
spotLight.map = new THREE.TextureLoader().setPath( 'textures/' ).load( 'colors.png' );
spotLight.castShadow = true;
spotLight.shadow.intensity = .98;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
spotLight.shadow.camera.near = 1;
spotLight.shadow.camera.far = 15;
spotLight.shadow.focus = 1;
spotLight.shadow.bias = - .003;
spotLight.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
//sunLight.add( new THREE.Mesh( new THREE.SphereGeometry( 0.1, 16, 16 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) ) );
scene.add( spotLight );
// Post-Processing
postProcessing = new THREE.PostProcessing( renderer );
// Layers
const volumetricLightingIntensity = uniform( 1 );
const volumetricLayer = new THREE.Layers();
volumetricLayer.disableAll();
volumetricLayer.enable( LAYER_VOLUMETRIC_LIGHTING );
// Scene Pass
const scenePass = pass( scene, camera );
const sceneDepth = scenePass.getTextureNode( 'depth' );
// Material - Apply occlusion depth of volumetric lighting based on the scene depth
volumetricMaterial.depthNode = sceneDepth.sample( screenUV );
// Volumetric Lighting Pass
const volumetricPass = pass( scene, camera, { depthBuffer: false } );
volumetricPass.setLayers( volumetricLayer );
volumetricPass.setResolution( .25 );
// Compose and Denoise
const denoiseStrength = uniform( .6 );
const blurredVolumetricPass = gaussianBlur( volumetricPass, denoiseStrength );
const scenePassColor = scenePass.add( blurredVolumetricPass.mul( volumetricLightingIntensity ) );
postProcessing.outputNode = scenePassColor;
// GUI
const params = {
resolution: volumetricPass.getResolution(),
denoise: true
};
const gui = new GUI();
const rayMarching = gui.addFolder( 'Ray Marching' ).close();
rayMarching.add( params, 'resolution', .1, .5 ).onChange( ( resolution ) => {
volumetricPass.setResolution( resolution );
} );
rayMarching.add( volumetricMaterial, 'steps', 2, 12 ).name( 'step count' );
rayMarching.add( denoiseStrength, 'value', 0, 1 ).name( 'denoise strength' );
rayMarching.add( params, 'denoise' ).onChange( ( denoise ) => {
const volumetric = denoise ? blurredVolumetricPass : volumetricPass;
const scenePassColor = scenePass.add( volumetric.mul( volumetricLightingIntensity ) );
postProcessing.outputNode = scenePassColor;
postProcessing.needsUpdate = true;
} );
const lighting = gui.addFolder( 'Lighting / Scene' ).close();
lighting.add( pointLight, 'intensity', 0, 6 ).name( 'light intensity' );
lighting.add( spotLight, 'intensity', 0, 200 ).name( 'spot intensity' );
lighting.add( volumetricLightingIntensity, 'value', 0, 2 ).name( 'fog intensity' );
lighting.add( smokeAmount, 'value', 0, 3 ).name( 'smoke amount' );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
stats.update();
const time = performance.now() * 0.001;
const scale = 2.4;
pointLight.position.x = Math.sin( time * 0.7 ) * scale;
pointLight.position.y = Math.cos( time * 0.5 ) * scale;
pointLight.position.z = Math.cos( time * 0.3 ) * scale;
spotLight.position.x = Math.cos( time * 0.3 ) * scale;
spotLight.lookAt( 0, 0, 0 );
teapot.rotation.y = time * 0.2;
postProcessing.render();
}
</script>
</body>
</html>