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Examples: Add `webgpu_reflection_blurred` (#31116)

* fix clear texture and facing away if `bounce` is `false`

* add `premult`, `unpremult`

* cleanup

* add `hashBlur` options { mask, premultipliedAlpha }

* add docs and cleanup

* add `webgpu_reflection_blurred` example

* update webgpu_reflection_blurred

* update webgpu_reflection_blurred

* Update webgpu_reflection_blurred.html
sunag 9 месяцев назад
Родитель
Сommit
abf99f5836

+ 1 - 0
examples/files.json

@@ -414,6 +414,7 @@
 		"webgpu_postprocessing",
 		"webgpu_procedural_texture",
 		"webgpu_reflection",
+		"webgpu_reflection_blurred",
 		"webgpu_refraction",
 		"webgpu_rendertarget_2d-array_3d",
 		"webgpu_rtt",

BIN
examples/screenshots/webgpu_reflection_blurred.jpg


+ 234 - 0
examples/webgpu_reflection_blurred.html

@@ -0,0 +1,234 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - blurred reflection</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</a> webgpu - blurred reflection
+		</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';
+			import { Fn, vec4, fract, abs, uniform, pow, color, max, length, rangeFogFactor, sub, reflector, normalWorld, hue, time, mix, positionWorld } from 'three/tsl';
+
+			import { hashBlur } from 'three/addons/tsl/display/hashBlur.js';
+
+			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
+
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+
+			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
+
+			import Stats from 'three/addons/libs/stats.module.js';
+
+			let camera, scene, renderer;
+			let model, mixer, clock;
+			let controls;
+			let stats;
+			let gui;
+
+			init();
+
+			async function init() {
+
+				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
+				camera.position.set( - 2.5, 2, 2.5 );
+				camera.lookAt( 0, .4, 0 );
+
+				scene = new THREE.Scene();
+				scene.backgroundNode = hue( normalWorld.y.mix( 0, color( 0x0066ff ) ).mul( .1 ), time );
+
+				const waterAmbientLight = new THREE.HemisphereLight( 0xffffff, 0x0066ff, 10 );
+				scene.add( waterAmbientLight );
+
+				clock = new THREE.Clock();
+
+				// animated model
+
+				const gltfLoader = new GLTFLoader();
+				gltfLoader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
+
+					model = gltf.scene;
+					model.children[ 0 ].children[ 0 ].castShadow = true;
+
+					mixer = new THREE.AnimationMixer( model );
+
+					const action = mixer.clipAction( gltf.animations[ 0 ] );
+					action.play();
+
+					scene.add( model );
+
+				} );
+
+				// textures
+
+				const textureLoader = new THREE.TextureLoader();
+
+				const uvMap = textureLoader.load( 'textures/uv_grid_directx.jpg' );
+				uvMap.colorSpace = THREE.SRGBColorSpace;
+
+				// uv map for debugging
+
+				const uvMaterial = new THREE.MeshStandardNodeMaterial( {
+					map: uvMap,
+					side: THREE.DoubleSide
+				} );
+
+				const uvMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), uvMaterial );
+				uvMesh.position.set( 0, 1, - 3 );
+				scene.add( uvMesh );
+
+				// circle effect
+
+				const drawCircle = Fn( ( [ pos, radius, width, power, color, timer = time.mul( .5 ) ] ) => {
+
+					// https://www.shadertoy.com/view/3tdSRn
+
+					const dist1 = length( pos );
+					dist1.assign( fract( dist1.mul( 5.0 ).sub( fract( timer ) ) ) );
+					const dist2 = dist1.sub( radius );
+					const intensity = pow( radius.div( abs( dist2 ) ), width );
+					const col = color.rgb.mul( intensity ).mul( power ).mul( max( sub( 0.8, abs( dist2 ) ), 0.0 ) );
+
+					return col;
+
+				} );
+
+				const circleFadeY = positionWorld.y.mul( .7 ).oneMinus().max( 0 );
+				const animatedColor = mix( color( 0x74ccf4 ), color( 0x7f00c5 ), positionWorld.xz.distance( 0 ).div( 10 ).clamp() );
+				const animatedCircle = hue( drawCircle( positionWorld.xz.mul( .1 ), 0.5, 0.8, .01, animatedColor ).mul( circleFadeY ), time );
+
+				const floorLight = new THREE.PointLight( 0xffffff );
+				floorLight.colorNode = animatedCircle.mul( 50 );
+				scene.add( floorLight );
+
+				// reflection
+
+				const roughness = uniform( .9 );
+				const radius = uniform( 0.2 );
+
+				const reflection = reflector( { resolution: 1, depth: true, bounces: false } ); // 0.5 is half of the rendering view
+				const reflectionDepth = reflection.getDepthNode();
+				reflection.target.rotateX( - Math.PI / 2 );
+				scene.add( reflection.target );
+
+				const floorMaterial = new THREE.MeshStandardNodeMaterial();
+				floorMaterial.transparent = true;
+				floorMaterial.colorNode = Fn( () => {
+
+					// ranges adjustment
+
+					const radiusRange = mix( 0.01, 0.1, radius ); // range [ 0.01, 0.1 ]
+					const roughnessRange = mix( 0.3, 0.03, roughness ); // range [ 0.03, 0.3 ]
+
+					// blur the reflection
+
+					const reflectionBlurred = hashBlur( reflection, radiusRange, {
+						mask: reflectionDepth,
+						premultipliedAlpha: true
+					} );
+
+					// reflection composite
+
+					const reflectionMask = reflectionBlurred.a.mul( reflectionDepth ).remapClamp( 0, roughnessRange );
+					const reflectionItensity = .1;
+					const reflectionMixFactor = reflectionMask.mul( roughness.mul( 2 ).min( 1 ) );
+					const reflectionFinal = mix( reflection.rgb, reflectionBlurred.rgb, reflectionMixFactor ).mul( reflectionItensity );
+
+					// mix reflection with animated circle
+
+					const output = animatedCircle.add( reflectionFinal );
+
+					// falloff opacity by distance like an opacity-fog
+
+					const opacity = rangeFogFactor( 7, 25 ).oneMinus();
+
+					// final output
+
+					return vec4( output, opacity );
+
+				} )();
+
+				const floor = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), floorMaterial );
+				floor.position.set( 0, 0, 0 );
+				scene.add( floor );
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				renderer.toneMapping = THREE.NeutralToneMapping;
+				renderer.toneMappingExposure = 1.3;
+				document.body.appendChild( renderer.domElement );
+
+				gui = new GUI();
+				gui.add( roughness, 'value', 0, 1 ).name( 'roughness' );
+				gui.add( radius, 'value', 0, 1 ).name( 'radius' );
+
+				stats = new Stats();
+				document.body.appendChild( stats.dom );
+
+				controls = new OrbitControls( camera, renderer.domElement );
+				controls.minDistance = 1;
+				controls.maxDistance = 10;
+				controls.maxPolarAngle = Math.PI / 2;
+				//controls.autoRotate = true;
+				controls.autoRotateSpeed = - .1;
+				controls.target.set( 0, .5, 0 );
+				controls.update();
+
+				// events
+
+				window.addEventListener( 'resize', onWindowResize );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				stats.update();
+
+				controls.update();
+
+				const delta = clock.getDelta();
+
+				if ( model ) {
+
+					mixer.update( delta );
+
+				}
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

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