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Examples: Add TSL Raging Sea example (#29000)

Bruno Simon 1 năm trước cách đây
mục cha
commit
91e1b87126

+ 1 - 0
examples/files.json

@@ -405,6 +405,7 @@
 		"webgpu_tsl_compute_attractors_particles",
 		"webgpu_tsl_editor",
 		"webgpu_tsl_galaxy",
+		"webgpu_tsl_raging_sea",
 		"webgpu_tsl_halftone",
 		"webgpu_tsl_transpiler",
 		"webgpu_tsl_vfx_flames",

BIN
examples/screenshots/webgpu_tsl_raging_sea.jpg


+ 202 - 0
examples/webgpu_tsl_raging_sea.html

@@ -0,0 +1,202 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - raging sea</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> - raging sea
+			<br>
+			Based on <a href="https://threejs-journey.com/lessons/raging-sea" target="_blank" rel="noopener">Three.js Journey</a> lesson
+		</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 { float, mx_noise_float, loop, color, positionLocal, sin, vec2, vec3, mul, timerLocal, uniform, tslFn, modelNormalMatrix } from 'three/tsl';
+
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
+
+			let camera, scene, renderer, controls;
+
+			init();
+
+			function init() {
+
+				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
+				camera.position.set( 1.25, 1.25, 1.25 );
+
+				scene = new THREE.Scene();
+
+				// lights
+			
+				const directionalLight = new THREE.DirectionalLight( '#ffffff', 3 );
+				directionalLight.position.set( - 4, 2, 0 );
+				scene.add( directionalLight );
+
+				// material
+
+				const material = new THREE.MeshStandardNodeMaterial( { color: '#271442', roughness: 0.15 } );
+
+				const emissiveColor = uniform( color( '#ff0a81' ) );
+				const emissiveLow = uniform( - 0.25 );
+				const emissiveHigh = uniform( 0.2 );
+				const emissivePower = uniform( 7 );
+				const largeWavesFrequency = uniform( vec2( 3, 1 ) );
+				const largeWavesSpeed = uniform( 1.25 );
+				const largeWavesMultiplier = uniform( 0.15 );
+				const smallWavesIterations = uniform( 3 );
+				const smallWavesFrequency = uniform( 2 );
+				const smallWavesSpeed = uniform( 0.3 );
+				const smallWavesMultiplier = uniform( 0.18 );
+				const normalComputeShift = uniform( 0.01 );
+
+				// TSL functions
+
+				const wavesElevation = tslFn( ( [ position ] ) => {
+
+					const time = timerLocal();
+
+					// large waves
+
+					const elevation = mul(
+						sin( position.x.mul( largeWavesFrequency.x ).add( time.mul( largeWavesSpeed ) ) ),
+						sin( position.z.mul( largeWavesFrequency.y ).add( time.mul( largeWavesSpeed ) ) ),
+						largeWavesMultiplier
+					).toVar();
+
+					loop( { start: float( 1 ), end: smallWavesIterations.add( 1 ) }, ( { i } ) => {
+
+						const noiseInput = vec3(
+							position.xz
+								.add( 2 ) // avoids a-hole pattern
+								.mul( smallWavesFrequency )
+								.mul( i ),
+							time.mul( smallWavesSpeed )
+						);
+
+						const wave = mx_noise_float( noiseInput, 1, 0 )
+							.mul( smallWavesMultiplier )
+							.div( i )
+							.abs();
+
+						elevation.subAssign( wave );
+
+					} );
+
+					return elevation;
+
+				} );
+
+				// position
+
+				const elevation = wavesElevation( positionLocal );
+				const position = positionLocal.add( vec3( 0, elevation, 0 ) );
+
+				material.positionNode = position;
+
+				// normals
+
+				let positionA = positionLocal.add( vec3( normalComputeShift, 0, 0 ) );
+				let positionB = positionLocal.add( vec3( 0, 0, normalComputeShift.negate() ) );
+
+				positionA = positionA.add( vec3( 0, wavesElevation( positionA ), 0 ) );
+				positionB = positionB.add( vec3( 0, wavesElevation( positionB ), 0 ) );
+
+				const toA = positionA.sub( position ).normalize();
+				const toB = positionB.sub( position ).normalize();
+				const normal = toA.cross( toB );
+
+				material.normalNode = modelNormalMatrix.mul( normal );
+
+				// emissive
+
+				const emissive = elevation.remap( emissiveHigh, emissiveLow ).pow( emissivePower );
+				material.emissiveNode = emissiveColor.mul( emissive );
+
+				// mesh
+
+				const geometry = new THREE.PlaneGeometry( 2, 2, 256, 256 );
+				geometry.rotateX( - Math.PI * 0.5 );
+				const mesh = new THREE.Mesh( geometry, material );
+				scene.add( mesh );
+
+				// debug
+
+				const gui = new GUI();
+
+				gui.addColor( { color: material.color.getHex( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => material.color.set( value ) );
+				gui.add( material, 'roughness', 0, 1, 0.001 );
+
+				const colorGui = gui.addFolder( 'emissive' );
+				colorGui.addColor( { color: emissiveColor.value.getHex( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => emissiveColor.value.set( value ) );
+				colorGui.add( emissiveLow, 'value', - 1, 0, 0.001 ).name( 'low' );
+				colorGui.add( emissiveHigh, 'value', 0, 1, 0.001 ).name( 'high' );
+				colorGui.add( emissivePower, 'value', 1, 10, 1 ).name( 'power' );
+
+				const wavesGui = gui.addFolder( 'waves' );
+				wavesGui.add( largeWavesSpeed, 'value', 0, 5 ).name( 'largeSpeed' );
+				wavesGui.add( largeWavesMultiplier, 'value', 0, 1 ).name( 'largeMultiplier' );
+				wavesGui.add( largeWavesFrequency.value, 'x', 0, 10 ).name( 'largeFrequencyX' );
+				wavesGui.add( largeWavesFrequency.value, 'y', 0, 10 ).name( 'largeFrequencyY' );
+				wavesGui.add( smallWavesIterations, 'value', 0, 5, 1 ).name( 'smallIterations' );
+				wavesGui.add( smallWavesFrequency, 'value', 0, 10 ).name( 'smallFrequency' );
+				wavesGui.add( smallWavesSpeed, 'value', 0, 1 ).name( 'smallSpeed' );
+				wavesGui.add( smallWavesMultiplier, 'value', 0, 1 ).name( 'smallMultiplier' );
+				wavesGui.add( normalComputeShift, 'value', 0, 0.1, 0.0001 ).name( 'normalComputeShift' );
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				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.target.y = - 0.25;
+				controls.enableDamping = true;
+				controls.minDistance = 0.1;
+				controls.maxDistance = 50;
+
+				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();
+
+				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_galaxy',
 	'webgpu_tsl_compute_attractors_particles',
+	'webgpu_tsl_raging_sea',
 	'webgpu_tsl_halftone',
 
 	// WebGPU idleTime and parseTime too low

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