Browse Source

Examples: Add basic fog scattering demo. (#32613)

Michael Herzog 2 months ago
parent
commit
35f8853651

+ 1 - 0
examples/files.json

@@ -328,6 +328,7 @@
 		"webgpu_cubemap_mix",
 		"webgpu_custom_fog",
 		"webgpu_custom_fog_background",
+		"webgpu_custom_fog_scattering",
 		"webgpu_depth_texture",
 		"webgpu_display_stereo",
 		"webgpu_equirectangular",

BIN
examples/screenshots/webgpu_custom_fog_scattering.jpg


+ 211 - 0
examples/webgpu_custom_fog_scattering.html

@@ -0,0 +1,211 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - fog - scattering</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="example.css">
+	</head>
+	<body>
+
+		<div id="info" class="invert">
+			<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
+
+			<div class="title-wrapper">
+				<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Fog - Scattering</span>
+			</div>
+
+			<small>
+				The demo simulates light scattering due to fog.<br/>
+			</small>
+		</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/webgpu';
+			import { positionWorld, densityFogFactor, pass, vec2, uniform, mix, color } from 'three/tsl';
+			import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
+
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+			import { Inspector } from 'three/addons/inspector/Inspector.js';
+
+			let camera, scene, renderer, postProcessing, controls;
+
+			const params = {
+				scatteringEnabled: true
+			};
+
+			init();
+
+			async function init() {
+
+				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 600 );
+				camera.position.set( 30, 10, 30 );
+
+				scene = new THREE.Scene();
+
+				// fog
+
+				scene.fog = new THREE.FogExp2( 0xcccccc, 0.014 );
+				scene.background = new THREE.Color( 0xcccccc );
+
+				// builds
+
+				const buildWindows = positionWorld.y.mul( 10 ).floor().mod( 4 ).sign().mix( color( 0x000066 ), color( 0xffffff ) );
+
+				const buildGeometry = new THREE.BoxGeometry( 1, 1, 1 );
+				const buildMaterial = new THREE.MeshPhongNodeMaterial( {
+					colorNode: buildWindows
+				} );
+
+				const buildMesh = new THREE.InstancedMesh( buildGeometry, buildMaterial, 4000 );
+				scene.add( buildMesh );
+
+				const dummy = new THREE.Object3D();
+				const center = new THREE.Vector3();
+
+				for ( let i = 0; i < buildMesh.count; i ++ ) {
+
+					const scaleY = Math.random() * 7 + .5;
+
+					dummy.position.x = Math.random() * 600 - 300;
+					dummy.position.z = Math.random() * 600 - 300;
+
+					const distance = Math.max( dummy.position.distanceTo( center ) * .012, 1 );
+
+					dummy.position.y = .5 * scaleY * distance;
+
+					dummy.scale.x = dummy.scale.z = Math.random() * 3 + .5;
+					dummy.scale.y = scaleY * distance;
+
+					dummy.updateMatrix();
+
+					buildMesh.setMatrixAt( i, dummy.matrix );
+
+				}
+
+				// lights
+
+				scene.add( new THREE.HemisphereLight( 0xf0f5f5, 0xd0dee7, 0.5 ) );
+
+				// geometry
+
+				const planeGeometry = new THREE.PlaneGeometry( 200, 200 );
+				const planeMaterial = new THREE.MeshPhongMaterial( {
+					color: 0x999999
+				} );
+
+				const ground = new THREE.Mesh( planeGeometry, planeMaterial );
+				ground.rotation.x = - Math.PI / 2;
+				ground.scale.multiplyScalar( 3 );
+				ground.castShadow = true;
+				ground.receiveShadow = true;
+				scene.add( ground );
+			
+				// renderer
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				renderer.inspector = new Inspector();
+				document.body.appendChild( renderer.domElement );
+
+				// controls
+
+				controls = new OrbitControls( camera, renderer.domElement );
+				controls.target.set( 0, 2, 0 );
+				controls.minDistance = 7;
+				controls.maxDistance = 100;
+				controls.maxPolarAngle = Math.PI / 2;
+				controls.enableDamping = true;
+				controls.update();
+
+				//
+
+				postProcessing = new THREE.PostProcessing( renderer );
+
+				// uniforms
+
+				const density = uniform( 0.014 );
+				const scattering = uniform( 2 );
+
+				// scene pass
+
+				const scenePass = pass( scene, camera );
+
+				const scenePassColor = scenePass.getTextureNode( 'output' );
+				const scenePassViewZ = scenePass.getViewZNode();
+
+				// blur pass (always downsampled to improve performance)
+
+				const sceneColorBlurred = gaussianBlur( scenePassColor, vec2( scattering ), 4, { resolutionScale: 0.5 } );
+
+				// composite
+
+				const fogFactor = densityFogFactor( density ).context( { getViewZ: () => scenePassViewZ } );
+
+				const compositeNode = mix( scenePassColor, sceneColorBlurred, fogFactor );
+			
+				postProcessing.outputNode = compositeNode;
+
+				// gui
+
+				const gui = renderer.inspector.createParameters( 'Settings' );
+				gui.add( density, 'value', 0.005, 0.03 ).step( 0.0001 ).name( 'fog density' ).onChange( ( value ) => {
+			
+					scene.fog.density = value;
+
+				} );
+				gui.add( scattering, 'value', 0, 5 ).name( 'scattering factor' );
+				gui.add( params, 'scatteringEnabled' ).name( 'enable scattering' ).onChange( ( value ) => {
+			
+					if ( value === true ) {
+
+						postProcessing.outputNode = compositeNode;
+
+					} else {
+
+						postProcessing.outputNode = scenePassColor;
+
+					}
+
+					postProcessing.needsUpdate = true;
+
+				} );
+
+				window.addEventListener( 'resize', resize );
+
+			}
+
+			function resize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				controls.update();
+
+				postProcessing.render();
+
+			}
+
+		</script>
+	</body>
+</html>

粤ICP备19079148号