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Examples: Improve webgpu_materials_retroreflective.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mr.doob 1 settimana fa
parent
commit
abf37b5c84

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examples/screenshots/webgpu_materials_retroreflective.jpg


+ 231 - 51
examples/webgpu_materials_retroreflective.html

@@ -19,7 +19,7 @@
 			</div>
 
 			<small>
-				Traffic cone with a retroreflective band and a front-facing light demonstrating the <a href="https://jcgt.org/published/0015/01/04/" target="_blank" rel="noopener">Minimal Retroreflective Microfacet Model</a>.  By <a href="https://ben3d.ca" target="_blank" rel="noopener">Ben Houston</a>.
+				Traffic cones with retroreflective bands and a camera-mounted light demonstrating the <a href="https://jcgt.org/published/0015/01/04/" target="_blank" rel="noopener">Minimal Retroreflective Microfacet Model</a>. By <a href="https://ben3d.ca" target="_blank" rel="noopener">Ben Houston</a>.
 			</small>
 		</div>
 
@@ -37,23 +37,26 @@
 		<script type="module">
 
 			import * as THREE from 'three/webgpu';
+			import { color, mix, mx_noise_float, pass, positionLocal, positionWorld, materialColor, materialRoughness, reflector, transformNormalToView, vec2, vec3 } from 'three/tsl';
+			import { bloom } from 'three/addons/tsl/display/BloomNode.js';
+			import { hashBlur } from 'three/addons/tsl/display/hashBlur.js';
 
-			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
+			import { Inspector } from 'three/addons/inspector/Inspector.js';
 			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
 			import WebGPU from 'three/addons/capabilities/WebGPU.js';
 
-			let camera, scene, renderer;
-			let frontLight, bandMaterial;
+			let camera, scene, renderer, renderPipeline, controls;
+			let frontLight, reflectedFlashLight, bandMaterial;
 
 			const params = {
-				retroreflectivity: true,
-				retroreflective: 1.0,
-				frontLightIntensity: 5.0
+				enabled: true,
+				amount: 1.0,
+				flashLight: 5.0
 			};
 
 			init();
 
-			function init() {
+			async function init() {
 
 				if ( WebGPU.isAvailable() === false ) {
 
@@ -67,37 +70,55 @@
 				document.body.appendChild( container );
 
 				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
-				camera.position.set( 4, 2.5, 6 );
+				camera.position.set( 2.3, 1.32, 3.25 );
 
 				scene = new THREE.Scene();
-				scene.background = new THREE.Color( 0x11151d );
+				scene.background = new THREE.Color( 0x0f131a );
+				scene.fog = new THREE.Fog( 0x0f131a, 4, 18 );
 				scene.add( camera );
 
-				scene.add( new THREE.HemisphereLight( 0xffffff, 0x223344, 0.8 ) );
-
-			
-				frontLight = new THREE.PointLight( 0xffffff, params.frontLightIntensity, 18, 1.4 );
+				// camera-mounted LED flashlight (~6500K = sRGB white)
+				frontLight = new THREE.PointLight( 0xffffff, params.flashLight, 12 );
 				camera.add( frontLight );
 
-				createCone();
+				// the flashlight's mirror image below the ground: it stands in for the
+				// puddle-bounced beam, so the retro bands also light up in the reflection
+				reflectedFlashLight = new THREE.PointLight( 0xffffff, params.flashLight * 0.35, 12 );
+				scene.add( reflectedFlashLight );
 
-				const grid = new THREE.GridHelper( 8, 16, 0x344055, 0x202838 );
-				scene.add( grid );
+				createFloor();
+				createCones();
 
 				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.toneMapping = THREE.ACESFilmicToneMapping;
 				renderer.setPixelRatio( window.devicePixelRatio );
 				renderer.setSize( window.innerWidth, window.innerHeight );
 				renderer.setAnimationLoop( render );
+				renderer.inspector = new Inspector();
 				container.appendChild( renderer.domElement );
 
-				const controls = new OrbitControls( camera, renderer.domElement );
-				controls.target.set( 0, 1.5, 0 );
+				await renderer.init();
+
+				const pmremGenerator = new THREE.PMREMGenerator( renderer );
+				scene.environment = pmremGenerator.fromScene( createNightEnvironment(), 0.02 ).texture;
+
+				renderPipeline = new THREE.RenderPipeline( renderer );
+
+				const scenePass = pass( scene, camera );
+				const scenePassColor = scenePass.getTextureNode();
+
+				renderPipeline.outputNode = scenePassColor.add( bloom( scenePassColor, 0.15, 0, 0 ) );
+
+				controls = new OrbitControls( camera, renderer.domElement );
+				controls.target.set( 0, 0.33, 0 );
+				controls.maxPolarAngle = Math.PI / 2 - 0.05; // keep the camera above the ground
+				controls.enableDamping = true;
 				controls.update();
 
-				const gui = new GUI();
-				gui.add( params, 'retroreflectivity' ).name( 'retroreflectivity' ).onChange( updateMaterial );
-				gui.add( params, 'retroreflective', 0, 1, 0.01 ).name( 'retroreflective' ).onChange( updateMaterial );
-				gui.add( params, 'frontLightIntensity', 0, 30, 0.1 ).name( 'front light intensity' ).onChange( updateMaterial );
+				const gui = renderer.inspector.createParameters( 'Settings' );
+				gui.add( params, 'enabled' ).onChange( updateMaterial );
+				gui.add( params, 'amount', 0, 1, 0.01 ).onChange( updateMaterial );
+				gui.add( params, 'flashLight', 0, 30, 0.1 ).name( 'flash light' ).onChange( ( value ) => frontLight.intensity = value );
 
 				window.addEventListener( 'resize', onWindowResize );
 
@@ -105,35 +126,161 @@
 
 			}
 
-			function createCone() {
+			function createNightEnvironment() {
 
-				const cone = new THREE.Group();
-				scene.add( cone );
+				const environment = new THREE.Scene();
+
+				// sky: faint city glow at the horizon fading to a dark zenith
+				const skyMaterial = new THREE.MeshBasicNodeMaterial( { side: THREE.BackSide } );
+				skyMaterial.colorNode = mix( color( 0x05070c ), color( 0x2a3148 ), positionLocal.normalize().y.abs().oneMinus().pow( 4 ) );
+				environment.add( new THREE.Mesh( new THREE.SphereGeometry( 10 ), skyMaterial ) );
+
+				// distant buildings with sparse lit windows
+				const buildingMaterial = new THREE.MeshBasicNodeMaterial();
+
+				const cell = vec2( positionWorld.x.add( positionWorld.z.mul( 1.7 ) ).mul( 3 ), positionWorld.y.mul( 2.5 ) );
+				const cellUV = cell.fract();
+				const window_ = cellUV.x.smoothstep( 0.15, 0.3 ).mul( cellUV.x.smoothstep( 0.7, 0.85 ).oneMinus() ).mul( cellUV.y.smoothstep( 0.2, 0.35 ) ).mul( cellUV.y.smoothstep( 0.65, 0.8 ).oneMinus() );
+				const lit = mx_noise_float( cell.floor().mul( 0.731 ).add( 0.37 ) ).smoothstep( 0.0, 0.1 );
+				const windowColor = mix( color( 0x88a8ff ), color( 0xffc16b ), mx_noise_float( cell.floor().mul( 0.317 ) ).add( 1 ).mul( 0.5 ) );
+				buildingMaterial.colorNode = mix( color( 0x05060a ), windowColor.mul( 12 ), window_.mul( lit ) );
+
+				for ( let i = 0; i < 8; i ++ ) {
+
+					const angle = ( i / 8 ) * Math.PI * 2 + 0.35;
+					const height = 2.5 + ( ( i * 2.7 ) % 3.5 );
+					const building = new THREE.Mesh( new THREE.BoxGeometry( 2, height, 1 ), buildingMaterial );
+					building.position.set( Math.cos( angle ) * 9, height / 2 - 0.5, Math.sin( angle ) * 9 );
+					building.lookAt( 0, height / 2 - 0.5, 0 );
+					environment.add( building );
+
+				}
+
+				// street lamps: sodium and LED
+				const warmLampMaterial = new THREE.MeshBasicMaterial();
+				warmLampMaterial.color.setRGB( 18, 11, 4 );
+
+				const coolLampMaterial = new THREE.MeshBasicMaterial();
+				coolLampMaterial.color.setRGB( 7, 9, 13 );
+
+				for ( let i = 0; i < 6; i ++ ) {
+
+					const angle = ( i / 6 ) * Math.PI * 2 + 0.7;
+					const lamp = new THREE.Mesh( new THREE.SphereGeometry( 0.35 ), i % 3 === 2 ? coolLampMaterial : warmLampMaterial );
+					lamp.position.set( Math.cos( angle ) * 8, 2.5 + ( i % 3 ), Math.sin( angle ) * 8 );
+					environment.add( lamp );
+
+				}
+
+				// moon
+				const moonMaterial = new THREE.MeshBasicMaterial();
+				moonMaterial.color.setRGB( 2.5, 3, 4 );
+				const moon = new THREE.Mesh( new THREE.SphereGeometry( 0.6 ), moonMaterial );
+				moon.position.set( 4, 7, - 5 );
+				environment.add( moon );
+
+				return environment;
+
+			}
+
+			function createFloor() {
+
+				const material = new THREE.MeshStandardNodeMaterial( {
+					color: 0x1b1e23,
+					roughness: 0.6
+				} );
+
+				const reflection = reflector( { resolutionScale: 0.5 } );
+				reflection.target.rotateX( - Math.PI / 2 );
+				scene.add( reflection.target );
+
+				const position = positionWorld.xz;
+
+				// fade procedural detail as its period approaches the pixel footprint,
+				// which grows anisotropically at grazing angles and with distance
+				const bandlimit = ( p ) => p.fwidth().length().smoothstep( 0.5, 1.5 ).oneMinus();
+
+				// asphalt: tonal grain and broad worn patches
+				const grain = mx_noise_float( position.mul( 60 ) ).mul( bandlimit( position.mul( 60 ) ) ).mul( 0.2 );
+				const patches = mx_noise_float( position.mul( 1.5 ) ).mul( 0.08 );
+				const asphalt = materialColor.mul( grain.add( patches ).add( 1 ) );
+
+				// puddles: flat, dark and mirror-like
+				const puddle = mx_noise_float( position.mul( 0.45 ).add( 6.27 ) ).smoothstep( 0.25, 0.45 );
+
+				// bump: heightfield normal from finite differences of a fine noise, flattened in puddles
+				const bumpNoise = ( p ) => mx_noise_float( p.mul( 180 ) );
+				const e = 0.002;
+				const strength = puddle.oneMinus().mul( bandlimit( position.mul( 180 ) ) ).mul( 0.0015 );
+				const h = bumpNoise( position );
+				const hx = bumpNoise( position.add( vec2( e, 0 ) ) );
+				const hz = bumpNoise( position.add( vec2( 0, e ) ) );
+				const bump = vec3( h.sub( hx ).mul( strength ), hz.sub( h ).mul( strength ), e ).normalize();
+
+				material.normalNode = transformNormalToView( bump );
+
+				// the surface relief wobbles the reflection; puddles stay calm
+				reflection.uvNode = reflection.uvNode.add( bump.xy.mul( 0.03 ) );
+
+				material.colorNode = mix( asphalt, asphalt.mul( 0.3 ), puddle );
+				material.roughnessNode = mix( mx_noise_float( position.mul( 50 ) ).mul( bandlimit( position.mul( 50 ) ) ).mul( 0.15 ).add( materialRoughness ), 0.05, puddle );
+
+				// rain-soaked: the whole surface reflects, streaky on wet asphalt and sharpest in the puddles
+				const wetness = mix( 0.15, 0.7, puddle );
+				const reflectionBlur = mix( 0.08, 0.005, puddle );
+				material.emissiveNode = hashBlur( reflection, reflectionBlur, { repeats: 32 } ).rgb.mul( wetness );
+
+				const floor = new THREE.Mesh( new THREE.PlaneGeometry( 40, 40 ), material );
+				floor.rotation.x = - Math.PI / 2;
+				scene.add( floor );
+
+			}
+
+			function createCones() {
 
 				const orangeMaterial = new THREE.MeshPhysicalNodeMaterial( {
 					color: 0xff6a00,
-					roughness: 0.45,
-					metalness: 0.0
+					roughness: 0.45
 				} );
 
+				// worn plastic: uncorrelated noise on roughness and tone
+				orangeMaterial.roughnessNode = mx_noise_float( positionLocal.mul( 30 ) ).mul( 0.2 ).add( materialRoughness );
+				orangeMaterial.colorNode = materialColor.mul( mx_noise_float( positionLocal.add( 7.3 ).mul( 20 ) ).mul( 0.1 ).add( 1 ) );
+
 				bandMaterial = new THREE.MeshPhysicalNodeMaterial( {
 					color: 0xf7f0d6,
 					roughness: 0.22,
-					metalness: 0.0,
-					retroreflective: params.retroreflective
+					retroreflective: params.amount
 				} );
 
+				const count = 5;
+				const radius = 1.1;
+
+				for ( let i = 0; i < count; i ++ ) {
+
+					const cone = createCone( orangeMaterial, bandMaterial );
+					const angle = ( i / count ) * Math.PI * 2;
+					cone.position.set( Math.cos( angle ) * radius, 0, Math.sin( angle ) * radius );
+					scene.add( cone );
+
+				}
+
+			}
+
+			function createCone( orangeMaterial, bandMaterial ) {
+
+				const cone = new THREE.Group();
+
 				const base = new THREE.Mesh(
-					new THREE.BoxGeometry( 2.6, 0.24, 2.6 ),
+					createBaseGeometry( 0.42, 0.04, 0.08 ),
 					orangeMaterial
 				);
-				base.position.y = 0.12;
 				cone.add( base );
 
-				const bodyHeight = 3.2;
-				const bodyBottom = 0.24;
-				const bodyRadiusBottom = 1.0;
-				const bodyRadiusTop = 0.18;
+				const bodyHeight = 0.71;
+				const bodyBottom = 0.04;
+				const bodyRadiusBottom = 0.17;
+				const bodyRadiusTop = 0.035;
 
 				const body = new THREE.Mesh(
 					new THREE.CylinderGeometry( bodyRadiusTop, bodyRadiusBottom, bodyHeight, 96, 1, false ),
@@ -142,19 +289,26 @@
 				body.position.y = bodyBottom + bodyHeight * 0.5;
 				cone.add( body );
 
-				const bandHeight = 0.48;
-				const bandCenter = bodyBottom + bodyHeight * 0.52;
-				const bandBottom = bandCenter - bandHeight * 0.5;
-				const bandTop = bandCenter + bandHeight * 0.5;
-				const bandRadiusBottom = radiusAtHeight( bandBottom, bodyBottom, bodyHeight, bodyRadiusBottom, bodyRadiusTop ) * 1.01;
-				const bandRadiusTop = radiusAtHeight( bandTop, bodyBottom, bodyHeight, bodyRadiusBottom, bodyRadiusTop ) * 1.01;
+				const bands = [
+					{ center: bodyBottom + bodyHeight * 0.6, height: 0.10 },
+					{ center: bodyBottom + bodyHeight * 0.4, height: 0.06 }
+				];
 
-				const band = new THREE.Mesh(
-					new THREE.CylinderGeometry( bandRadiusTop, bandRadiusBottom, bandHeight, 96, 1, true ),
-					bandMaterial
-				);
-				band.position.y = bandCenter;
-				cone.add( band );
+				for ( const { center, height } of bands ) {
+
+					const bandRadiusBottom = radiusAtHeight( center - height * 0.5, bodyBottom, bodyHeight, bodyRadiusBottom, bodyRadiusTop ) * 1.01;
+					const bandRadiusTop = radiusAtHeight( center + height * 0.5, bodyBottom, bodyHeight, bodyRadiusBottom, bodyRadiusTop ) * 1.01;
+
+					const band = new THREE.Mesh(
+						new THREE.CylinderGeometry( bandRadiusTop, bandRadiusBottom, height, 96, 1, true ),
+						bandMaterial
+					);
+					band.position.y = center;
+					cone.add( band );
+
+				}
+
+				return cone;
 
 			}
 
@@ -165,10 +319,31 @@
 
 			}
 
+			function createBaseGeometry( size, thickness, radius ) {
+
+				const half = size / 2;
+
+				const shape = new THREE.Shape();
+				shape.moveTo( - half + radius, - half );
+				shape.lineTo( half - radius, - half );
+				shape.absarc( half - radius, - half + radius, radius, - Math.PI / 2, 0 );
+				shape.lineTo( half, half - radius );
+				shape.absarc( half - radius, half - radius, radius, 0, Math.PI / 2 );
+				shape.lineTo( - half + radius, half );
+				shape.absarc( - half + radius, half - radius, radius, Math.PI / 2, Math.PI );
+				shape.lineTo( - half, - half + radius );
+				shape.absarc( - half + radius, - half + radius, radius, Math.PI, Math.PI * 1.5 );
+
+				const geometry = new THREE.ExtrudeGeometry( shape, { depth: thickness, bevelEnabled: false } );
+				geometry.rotateX( - Math.PI / 2 );
+
+				return geometry;
+
+			}
+
 			function updateMaterial() {
 
-				bandMaterial.retroreflective = params.retroreflectivity ? params.retroreflective : 0;
-				frontLight.intensity = params.frontLightIntensity;
+				bandMaterial.retroreflective = params.enabled ? params.amount : 0;
 
 			}
 
@@ -183,7 +358,12 @@
 
 			function render() {
 
-				renderer.render( scene, camera );
+				controls.update();
+
+				reflectedFlashLight.position.set( camera.position.x, - camera.position.y, camera.position.z );
+				reflectedFlashLight.intensity = frontLight.intensity * 0.35;
+
+				renderPipeline.render();
 
 			}
 

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