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Examples: Adds TSL procedural terrain example (#28999)

* Examples > Add procedural terrain example

* Examples: TSL Procedural Terrain: Add max polar angle

* Update files.json
Bruno Simon hai 1 ano
pai
achega
1e474092d1

+ 1 - 0
examples/files.json

@@ -408,6 +408,7 @@
 		"webgpu_tsl_galaxy",
 		"webgpu_tsl_galaxy",
 		"webgpu_tsl_raging_sea",
 		"webgpu_tsl_raging_sea",
 		"webgpu_tsl_halftone",
 		"webgpu_tsl_halftone",
+		"webgpu_tsl_procedural_terrain",
 		"webgpu_tsl_transpiler",
 		"webgpu_tsl_transpiler",
 		"webgpu_tsl_vfx_flames",
 		"webgpu_tsl_vfx_flames",
 		"webgpu_video_panorama",
 		"webgpu_video_panorama",

BIN=BIN
examples/screenshots/webgpu_tsl_procedural_terrain.jpg


+ 358 - 0
examples/webgpu_tsl_procedural_terrain.html

@@ -0,0 +1,358 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - procedural terrain</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> - procedural terrain
+			<br>
+			Based on <a href="https://threejs-journey.com/lessons/procedural-terrain-shader" target="_blank" rel="noopener">Three.js Journey</a> lessons
+		</div>
+
+		<script type="importmap">
+			{
+				"imports": {
+					"three": "../build/three.webgpu.js",
+					"three/tsl": "../build/three.webgpu.js",
+					"three/addons/": "./jsm/"
+				}
+			}
+		</script>
+
+		<script type="module">
+
+			import * as THREE from 'three';
+			import { mx_noise_float, color, cross, dot, float, modelNormalMatrix, positionLocal, sign, step, tslFn, uniform, varying, vec2, vec3, loop } from 'three/tsl';
+
+			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+			import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
+
+			let camera, scene, renderer, controls, drag;
+
+			init();
+
+			function init() {
+
+				camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 100 );
+				camera.position.set( - 10, 8, - 2.2 );
+
+				scene = new THREE.Scene();
+				scene.background = new THREE.Color( 0x201919 );
+
+				const gui = new GUI();
+
+				// environment
+
+				const rgbeLoader = new RGBELoader();
+				rgbeLoader.load( './textures/equirectangular/pedestrian_overpass_1k.hdr', ( environmentMap ) => {
+
+					environmentMap.mapping = THREE.EquirectangularReflectionMapping;
+
+					scene.background = environmentMap;
+					scene.backgroundBlurriness = 0.5;
+					scene.environment = environmentMap;
+			
+				} );
+
+				// lights
+			
+				const directionalLight = new THREE.DirectionalLight( '#ffffff', 2 );
+				directionalLight.position.set( 6.25, 3, 4 );
+				directionalLight.castShadow = true;
+				directionalLight.shadow.mapSize.set( 1024, 1024 );
+				directionalLight.shadow.camera.near = 0.1;
+				directionalLight.shadow.camera.far = 30;
+				directionalLight.shadow.camera.top = 8;
+				directionalLight.shadow.camera.right = 8;
+				directionalLight.shadow.camera.bottom = - 8;
+				directionalLight.shadow.camera.left = - 8;
+				directionalLight.shadow.normalBias = 0.05;
+				directionalLight.shadow.bias = 0;
+				scene.add( directionalLight );
+
+				// terrain
+
+				const material = new THREE.MeshStandardNodeMaterial( {
+					metalness: 0,
+					roughness: 0.5,
+					color: '#85d534'
+				} );
+
+				const noiseIterations = uniform( 3 );
+				const positionFrequency = uniform( 0.175 );
+				const warpFrequency = uniform( 6 );
+				const warpStrength = uniform( 1 );
+				const strength = uniform( 10 );
+				const offset = uniform( vec2( 0, 0 ) );
+				const normalLookUpShift = uniform( 0.01 );
+				const colorSand = uniform( color( '#ffe894' ) );
+				const colorGrass = uniform( color( '#85d534' ) );
+				const colorSnow = uniform( color( '#ffffff' ) );
+				const colorRock = uniform( color( '#bfbd8d' ) );
+
+				const vNormal = varying( vec3() );
+				const vPosition = varying( vec3() );
+
+				const terrainElevation = tslFn( ( [ position ] ) => {
+
+					const warpedPosition = position.add( offset ).toVar();
+					warpedPosition.addAssign( mx_noise_float( warpedPosition.mul( positionFrequency ).mul( warpFrequency ), 1, 0 ).mul( warpStrength ) );
+			
+					const elevation = float( 0 ).toVar();
+					loop( { type: 'float', start: float( 1 ), end: noiseIterations.toFloat(), condition: '<=' }, ( { i } ) => {
+
+						const noiseInput = warpedPosition.mul( positionFrequency ).mul( i.mul( 2 ) ).add( i.mul( 987 ) );
+						const noise = mx_noise_float( noiseInput, 1, 0 ).div( i.add( 1 ).mul( 2 ) );
+						elevation.addAssign( noise );
+			
+					} );
+
+					const elevationSign = sign( elevation );
+					elevation.assign( elevation.abs().pow( 2 ).mul( elevationSign ).mul( strength ) );
+
+					return elevation;
+			
+				} );
+
+				material.positionNode = tslFn( () => {
+
+					// neighbours positions
+
+					const neighbourA = positionLocal.xyz.add( vec3( normalLookUpShift, 0.0, 0.0 ) ).toVar();
+					const neighbourB = positionLocal.xyz.add( vec3( 0.0, 0.0, normalLookUpShift.negate() ) ).toVar();
+
+					// elevations
+
+					const position = positionLocal.xyz.toVar();
+					const elevation = terrainElevation( positionLocal.xz );
+					position.y.addAssign( elevation );
+			
+					neighbourA.y.addAssign( terrainElevation( neighbourA.xz ) );
+					neighbourB.y.addAssign( terrainElevation( neighbourB.xz ) );
+
+					// compute normal
+
+					const toA = neighbourA.sub( position ).normalize();
+					const toB = neighbourB.sub( position ).normalize();
+					vNormal.assign( cross( toA, toB ) );
+
+					// varyings
+
+					vPosition.assign( position.add( vec3( offset.x, 0, offset.y ) ) );
+
+					return position;
+			
+				} )();
+
+				material.normalNode = modelNormalMatrix.mul( vNormal );
+
+				material.colorNode = tslFn( () => {
+
+					const finalColor = colorSand.toVar();
+
+					// grass
+
+					const grassMix = step( - 0.06, vPosition.y );
+					finalColor.assign( grassMix.mix( finalColor, colorGrass ) );
+
+					// rock
+
+					const rockMix = step( 0.5, dot( vNormal, vec3( 0, 1, 0 ) ) ).oneMinus().mul( step( - 0.06, vPosition.y ) );
+					finalColor.assign( rockMix.mix( finalColor, colorRock ) );
+
+					// snow
+
+					const snowThreshold = mx_noise_float( vPosition.xz.mul( 25 ), 1, 0 ).mul( 0.1 ).add( 0.45 );
+					const snowMix = step( snowThreshold, vPosition.y );
+					finalColor.assign( snowMix.mix( finalColor, colorSnow ) );
+
+					return finalColor;
+			
+				} )();
+
+				const geometry = new THREE.PlaneGeometry( 10, 10, 500, 500 );
+				geometry.deleteAttribute( 'uv' );
+				geometry.deleteAttribute( 'normal' );
+				geometry.rotateX( - Math.PI * 0.5 );
+
+				const terrain = new THREE.Mesh( geometry, material );
+				terrain.receiveShadow = true;
+				terrain.castShadow = true;
+				scene.add( terrain );
+
+				// debug
+
+				const terrainGui = gui.addFolder( '🏔️ terrain' );
+
+				terrainGui.add( noiseIterations, 'value', 0, 10, 1 ).name( 'noiseIterations' );
+				terrainGui.add( positionFrequency, 'value', 0, 1, 0.001 ).name( 'positionFrequency' );
+				terrainGui.add( strength, 'value', 0, 20, 0.001 ).name( 'strength' );
+				terrainGui.add( warpFrequency, 'value', 0, 20, 0.001 ).name( 'warpFrequency' );
+				terrainGui.add( warpStrength, 'value', 0, 2, 0.001 ).name( 'warpStrength' );
+
+				terrainGui.addColor( { color: colorSand.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorSand' ).onChange( value => colorSand.value.set( value ) );
+				terrainGui.addColor( { color: colorGrass.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorGrass' ).onChange( value => colorGrass.value.set( value ) );
+				terrainGui.addColor( { color: colorSnow.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorSnow' ).onChange( value => colorSnow.value.set( value ) );
+				terrainGui.addColor( { color: colorRock.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorRock' ).onChange( value => colorRock.value.set( value ) );
+
+				// water
+			
+				const water = new THREE.Mesh(
+					new THREE.PlaneGeometry( 10, 10, 1, 1 ),
+					new THREE.MeshPhysicalMaterial( {
+						transmission: 1,
+						roughness: 0.5,
+						ior: 1.333,
+						color: '#4db2ff'
+					} )
+				);
+				water.rotation.x = - Math.PI * 0.5;
+				water.position.y = - 0.1;
+				scene.add( water );
+
+				const waterGui = gui.addFolder( '💧 water' );
+
+				waterGui.add( water.material, 'roughness', 0, 1, 0.01 );
+				waterGui.add( water.material, 'ior' ).min( 1 ).max( 10 ).step( 0.0001 );
+				waterGui.addColor( { color: water.material.color.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => water.material.color.set( value ) );
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.toneMapping = THREE.ACESFilmicToneMapping;
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				document.body.appendChild( renderer.domElement );
+
+				// controls
+
+				controls = new OrbitControls( camera, renderer.domElement );
+				controls.maxPolarAngle = Math.PI * 0.45;
+				controls.target.y = - 0.5;
+				controls.enableDamping = true;
+				controls.minDistance = 0.1;
+				controls.maxDistance = 50;
+
+				// drag
+
+				drag = {};
+				drag.screenCoords = new THREE.Vector2();
+				drag.prevWorldCoords = new THREE.Vector3();
+				drag.worldCoords = new THREE.Vector3();
+				drag.raycaster = new THREE.Raycaster();
+				drag.down = false;
+				drag.hover = false;
+
+				drag.object = new THREE.Mesh( new THREE.PlaneGeometry( 10, 10, 1, 1 ), new THREE.MeshBasicMaterial() );
+				drag.object.rotation.x = - Math.PI * 0.5;
+				drag.object.visible = false;
+				scene.add( drag.object );
+
+				drag.getIntersect = () => {
+
+					drag.raycaster.setFromCamera( drag.screenCoords, camera );
+					const intersects = drag.raycaster.intersectObject( drag.object );
+					if ( intersects.length )
+						return intersects[ 0 ];
+
+					return null;
+
+				};
+
+				drag.update = () => {
+
+					const intersect = drag.getIntersect();
+
+					if ( intersect ) {
+
+						drag.hover = true;
+
+						if ( ! drag.down )
+							renderer.domElement.style.cursor = 'grab';
+
+					} else {
+
+						drag.hover = false;
+						renderer.domElement.style.cursor = 'default';
+
+					}
+
+					if ( drag.hover && drag.down ) {
+
+						drag.worldCoords.copy( intersect.point );
+						const delta = drag.prevWorldCoords.sub( drag.worldCoords );
+
+						offset.value.x += delta.x;
+						offset.value.y += delta.z;
+
+					}
+
+					drag.prevWorldCoords.copy( drag.worldCoords );
+
+				};
+
+				window.addEventListener( 'pointermove', ( event ) => {
+
+					drag.screenCoords.x = ( event.clientX / window.innerWidth - 0.5 ) * 2;
+					drag.screenCoords.y = - ( event.clientY / window.innerHeight - 0.5 ) * 2;
+
+				} );
+
+				window.addEventListener( 'pointerdown', () => {
+
+					if ( drag.hover ) {
+
+						renderer.domElement.style.cursor = 'grabbing';
+						controls.enabled = false;
+						drag.down = true;
+						drag.object.scale.setScalar( 10 );
+
+						const intersect = drag.getIntersect();
+						drag.prevWorldCoords.copy( intersect.point );
+						drag.worldCoords.copy( intersect.point );
+			
+					}
+
+				} );
+
+				window.addEventListener( 'pointerup', () => {
+
+					drag.down = false;
+					controls.enabled = true;
+					drag.object.scale.setScalar( 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();
+
+				drag.update();
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

+ 1 - 0
test/e2e/puppeteer.js

@@ -153,6 +153,7 @@ const exceptionList = [
 	'webgpu_tsl_vfx_flames',
 	'webgpu_tsl_vfx_flames',
 	'webgpu_tsl_galaxy',
 	'webgpu_tsl_galaxy',
 	'webgpu_tsl_compute_attractors_particles',
 	'webgpu_tsl_compute_attractors_particles',
+	'webgpu_tsl_procedural_terrain',
 	'webgpu_tsl_raging_sea',
 	'webgpu_tsl_raging_sea',
 	'webgpu_tsl_halftone',
 	'webgpu_tsl_halftone',
 	'webgpu_tsl_earth',
 	'webgpu_tsl_earth',

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