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316 lines
9.2 KiB
HTML
316 lines
9.2 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - volumetric lighting rect area</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - volumetric lighting rect area
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<br>Improve the quality/performance adjusting the parameters in the Controls
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { vec3, Fn, time, texture3D, screenUV, uniform, screenCoordinate, pass } from 'three/tsl';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
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import { RectAreaLightTexturesLib } from 'three/addons/lights/RectAreaLightTexturesLib.js';
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import { bayer16 } from 'three/addons/tsl/math/Bayer.js';
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import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let renderer, scene, camera;
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let volumetricMesh, meshKnot;
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let rectLight1, rectLight2, rectLight3;
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let clock;
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let postProcessing;
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let stats;
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init();
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function createTexture3D() {
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let i = 0;
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const size = 128;
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const data = new Uint8Array( size * size * size );
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const scale = 10;
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const perlin = new ImprovedNoise();
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const repeatFactor = 5.0;
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for ( let z = 0; z < size; z ++ ) {
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for ( let y = 0; y < size; y ++ ) {
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for ( let x = 0; x < size; x ++ ) {
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const nx = ( x / size ) * repeatFactor;
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const ny = ( y / size ) * repeatFactor;
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const nz = ( z / size ) * repeatFactor;
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const noiseValue = perlin.noise( nx * scale, ny * scale, nz * scale );
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data[ i ] = ( 128 + 128 * noiseValue );
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i ++;
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}
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}
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}
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const texture = new THREE.Data3DTexture( data, size, size, size );
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texture.format = THREE.RedFormat;
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texture.minFilter = THREE.LinearFilter;
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texture.magFilter = THREE.LinearFilter;
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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texture.unpackAlignment = 1;
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texture.needsUpdate = true;
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return texture;
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}
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function init() {
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THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() );
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const LAYER_VOLUMETRIC_LIGHTING = 10;
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stats = new Stats();
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document.body.appendChild( stats.dom );
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clock = new THREE.Clock();
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renderer = new THREE.WebGPURenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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renderer.toneMapping = THREE.NeutralToneMapping;
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renderer.toneMappingExposure = 2;
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renderer.shadowMap.enabled = true;
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document.body.appendChild( renderer.domElement );
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 250 );
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camera.position.set( 0, 5, - 15 );
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// Volumetric Fog Area
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const noiseTexture3D = createTexture3D();
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const smokeAmount = uniform( 2 );
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const volumetricMaterial = new THREE.VolumeNodeMaterial();
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volumetricMaterial.steps = 12;
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volumetricMaterial.offsetNode = bayer16( screenCoordinate ); // Add dithering to reduce banding
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volumetricMaterial.scatteringNode = Fn( ( { positionRay } ) => {
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// Return the amount of fog based on the noise texture
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const timeScaled = vec3( time, 0, time.mul( .3 ) );
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const sampleGrain = ( scale, timeScale = 1 ) => texture3D( noiseTexture3D, positionRay.add( timeScaled.mul( timeScale ) ).mul( scale ).mod( 1 ), 0 ).r.add( .5 );
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let density = sampleGrain( .1 );
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density = density.mul( sampleGrain( .05, 1 ) );
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density = density.mul( sampleGrain( .02, 2 ) );
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return smokeAmount.mix( 1, density );
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} );
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volumetricMesh = new THREE.Mesh( new THREE.BoxGeometry( 50, 40, 50 ), volumetricMaterial );
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volumetricMesh.receiveShadow = true;
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volumetricMesh.position.y = 20;
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volumetricMesh.layers.disableAll();
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volumetricMesh.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
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scene.add( volumetricMesh );
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// Objects
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rectLight1 = new THREE.RectAreaLight( 0xff0000, 5, 4, 10 );
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rectLight1.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
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rectLight1.position.set( - 5, 5, 5 );
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scene.add( rectLight1 );
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rectLight2 = new THREE.RectAreaLight( 0x00ff00, 5, 4, 10 );
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rectLight2.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
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rectLight2.position.set( 0, 5, 5 );
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scene.add( rectLight2 );
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rectLight3 = new THREE.RectAreaLight( 0x0000ff, 5, 4, 10 );
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rectLight3.layers.enable( LAYER_VOLUMETRIC_LIGHTING );
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rectLight3.position.set( 5, 5, 5 );
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scene.add( rectLight3 );
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//
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const createRectLightMesh = ( rectLight ) => {
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const geometry = new THREE.PlaneGeometry( 4, 10 );
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const frontMaterial = new THREE.MeshBasicMaterial( { color: rectLight.color, side: THREE.BackSide } );
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const backMaterial = new THREE.MeshStandardMaterial( { color: 0x111111 } );
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const backSide = new THREE.Mesh( geometry, backMaterial );
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backSide.position.set( 0, 0, .08 );
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const frontSide = new THREE.Mesh( geometry, frontMaterial );
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frontSide.position.set( 0, 0, .01 );
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rectLight.add( backSide );
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rectLight.add( frontSide );
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};
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createRectLightMesh( rectLight1 );
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createRectLightMesh( rectLight2 );
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createRectLightMesh( rectLight3 );
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//
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const geoFloor = new THREE.BoxGeometry( 2000, 0.1, 2000 );
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const matStdFloor = new THREE.MeshStandardMaterial( { color: 0xbcbcbc, roughness: 0.1, metalness: 0 } );
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const mshStdFloor = new THREE.Mesh( geoFloor, matStdFloor );
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scene.add( mshStdFloor );
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const geoKnot = new THREE.TorusKnotGeometry( 1.5, 0.5, 200, 16 );
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const matKnot = new THREE.MeshStandardMaterial( { color: 0xffffff, roughness: 0, metalness: 0 } );
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meshKnot = new THREE.Mesh( geoKnot, matKnot );
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meshKnot.position.set( 0, 5, 0 );
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scene.add( meshKnot );
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 5;
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controls.maxDistance = 200;
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controls.target.copy( meshKnot.position );
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controls.update();
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// Post-Processing
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postProcessing = new THREE.PostProcessing( renderer );
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// Layers
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const volumetricLightingIntensity = uniform( 1 );
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const volumetricLayer = new THREE.Layers();
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volumetricLayer.disableAll();
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volumetricLayer.enable( LAYER_VOLUMETRIC_LIGHTING );
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// Scene Pass
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const scenePass = pass( scene, camera );
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const sceneDepth = scenePass.getTextureNode( 'depth' );
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// Material - Apply occlusion depth of volumetric lighting based on the scene depth
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volumetricMaterial.depthNode = sceneDepth.sample( screenUV );
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// Volumetric Lighting Pass
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const volumetricPass = pass( scene, camera, { depthBuffer: false } );
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volumetricPass.setLayers( volumetricLayer );
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volumetricPass.setResolution( .25 );
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// Compose and Denoise
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const denoiseStrength = uniform( .6 );
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const blurredVolumetricPass = gaussianBlur( volumetricPass, denoiseStrength );
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const scenePassColor = scenePass.add( blurredVolumetricPass.mul( volumetricLightingIntensity ) );
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postProcessing.outputNode = scenePassColor;
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// GUI
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const params = {
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resolution: volumetricPass.getResolution(),
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denoise: true
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};
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const gui = new GUI();
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const rayMarching = gui.addFolder( 'Ray Marching' ).close();
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rayMarching.add( params, 'resolution', .1, .5 ).onChange( ( resolution ) => {
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volumetricPass.setResolution( resolution );
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} );
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rayMarching.add( volumetricMaterial, 'steps', 2, 12 ).name( 'step count' );
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rayMarching.add( denoiseStrength, 'value', 0, 1 ).name( 'denoise strength' );
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rayMarching.add( params, 'denoise' ).onChange( ( denoise ) => {
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const volumetric = denoise ? blurredVolumetricPass : volumetricPass;
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const scenePassColor = scenePass.add( volumetric.mul( volumetricLightingIntensity ) );
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postProcessing.outputNode = scenePassColor;
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postProcessing.needsUpdate = true;
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} );
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const lighting = gui.addFolder( 'Lighting / Scene' ).close();
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lighting.add( volumetricLightingIntensity, 'value', 0, 2 ).name( 'fog intensity' );
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lighting.add( smokeAmount, 'value', 0, 3 ).name( 'smoke amount' );
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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const delta = clock.getDelta();
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stats.update();
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rectLight1.rotation.y += - delta;
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rectLight2.rotation.y += delta * .5;
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rectLight3.rotation.y += delta;
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postProcessing.render();
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}
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</script>
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</body>
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</html>
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