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+<!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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+
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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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+
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+ <video id="video" loop muted crossOrigin="anonymous" playsinline style="display:none">
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+ <source src="textures/sintel.ogv" type='video/ogg; codecs="theora, vorbis"'>
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+ <source src="textures/sintel.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'>
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+ </video>
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+
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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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+
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+ <script type="module">
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+
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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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+
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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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+
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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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+
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+ import Stats from 'three/addons/libs/stats.module.js';
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+
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+
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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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+
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+ init();
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+
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+ function createTexture3D() {
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+
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+ let i = 0;
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+
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+ const size = 128;
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+ const data = new Uint8Array( size * size * size );
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+
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+ const scale = 10;
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+ const perlin = new ImprovedNoise();
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+
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+ const repeatFactor = 5.0;
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+
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+ for ( let z = 0; z < size; z ++ ) {
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+
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+ for ( let y = 0; y < size; y ++ ) {
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+
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+ for ( let x = 0; x < size; x ++ ) {
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+
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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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+
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+ const noiseValue = perlin.noise( nx * scale, ny * scale, nz * scale );
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+
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+ data[ i ] = ( 128 + 128 * noiseValue );
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+
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+ i ++;
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+
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+ }
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+
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+ }
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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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+
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+ return texture;
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+
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+ }
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+
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+ function init() {
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+
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+ THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() );
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+
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+ const LAYER_VOLUMETRIC_LIGHTING = 10;
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+
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+ stats = new Stats();
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+ document.body.appendChild( stats.dom );
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+
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+ clock = new THREE.Clock();
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+
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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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+
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+ scene = new THREE.Scene();
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+
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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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+
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+ // Volumetric Fog Area
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+
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+ const noiseTexture3D = createTexture3D();
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+
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+ const smokeAmount = uniform( 2 );
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+
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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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+
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+ // Return the amount of fog based on the noise texture
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+
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+ const timeScaled = vec3( time, 0, time.mul( .3 ) );
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+
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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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+
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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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+
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+ return smokeAmount.mix( 1, density );
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+
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+ } );
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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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+
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+ // Objects
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+
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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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+
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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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+
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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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+ //
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+
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+ const createRectLightMesh = ( rectLight ) => {
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+
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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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+
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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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+
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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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+
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+ rectLight.add( backSide );
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+ rectLight.add( frontSide );
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+
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+ };
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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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+ //
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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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+
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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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+
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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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+
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+ // Post-Proccessing
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+
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+ postProcessing = new THREE.PostProcessing( renderer );
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+
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+ // Layers
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+
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+ const volumetricLightingIntensity = uniform( 1 );
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+
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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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+
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+ // Scene Pass
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+
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+ const scenePass = pass( scene, camera );
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+ const sceneLinearDepth = scenePass.getTextureNode( 'depth' );
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+
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+ // Material - Apply oclussion depth of volumetric lighting based on the scene depth
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+
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+ volumetricMaterial.depthNode = sceneLinearDepth.sample( screenUV );
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+
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+ // Volumetric Lighting Pass
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+
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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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+
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+ // Compose and Denoise
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+
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+ const denoiseStrength = uniform( .6 );
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+
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+ const blurredVolumetricPass = gaussianBlur( volumetricPass, denoiseStrength );
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+
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+ const scenePassColor = scenePass.add( blurredVolumetricPass.mul( volumetricLightingIntensity ) );
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+
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+ postProcessing.outputNode = scenePassColor;
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+
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+ // GUI
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+
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+ const params = {
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+ quality: 1,
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+ resolution: volumetricPass.getResolution(),
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+ denoise: true
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+ };
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+
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+ const gui = new GUI();
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+
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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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+
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+ volumetricPass.setResolution( resolution );
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+
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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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+
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+ const volumetric = denoise ? blurredVolumetricPass : volumetricPass;
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+
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+ const scenePassColor = scenePass.add( volumetric.mul( volumetricLightingIntensity ) );
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+
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+ postProcessing.outputNode = scenePassColor;
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+ postProcessing.needsUpdate = true;
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+
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+ } );
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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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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ function animate() {
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+
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+ const delta = clock.getDelta();
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+
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+ stats.update();
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+
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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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+
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+ postProcessing.render();
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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