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Examples: Add TSL Earth (#29003)

Bruno Simon 1 year ago
parent
commit
c795e46336

+ 1 - 0
examples/files.json

@@ -403,6 +403,7 @@
 		"webgpu_textures_partialupdate",
 		"webgpu_tsl_coffee_smoke",
 		"webgpu_tsl_compute_attractors_particles",
+		"webgpu_tsl_earth",
 		"webgpu_tsl_editor",
 		"webgpu_tsl_galaxy",
 		"webgpu_tsl_raging_sea",

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examples/screenshots/webgpu_tsl_earth.jpg


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examples/textures/planets/earth_bump_roughness_clouds_4096.jpg


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examples/textures/planets/earth_day_4096.jpg


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examples/textures/planets/earth_night_4096.jpg


+ 203 - 0
examples/webgpu_tsl_earth.html

@@ -0,0 +1,203 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - earth</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> - earth
+			<br>
+			Based on <a href="https://threejs-journey.com/lessons/earth-shaders" target="_blank" rel="noopener">Three.js Journey</a> lesson
+            <br>
+            Earth textures from <a href="https://www.solarsystemscope.com/textures/" target="_blank" rel="noopener">Solar System Scope</a> (resized and merged)
+		</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 { step, normalWorld, output, texture, vec3, vec4, normalize, positionWorld, cameraPosition, color, uniform, mix, uv, max } 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, globe, clock;
+
+			init();
+
+			function init() {
+
+				clock = new THREE.Clock();
+
+				camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 100 );
+				camera.position.set( 4.5, 2, 3 );
+
+				scene = new THREE.Scene();
+
+				// sun
+
+				const sun = new THREE.DirectionalLight( '#ffffff', 2 );
+				sun.position.set( 0, 0, 3 );
+				scene.add( sun );
+
+				// uniforms
+
+				const atmosphereDayColor = uniform( color( '#4db2ff' ) );
+				const atmosphereTwilightColor = uniform( color( '#bc490b' ) );
+				const roughnessLow = uniform( 0.25 );
+				const roughnessHigh = uniform( 0.35 );
+
+				// textures
+
+				const textureLoader = new THREE.TextureLoader();
+
+				const dayTexture = textureLoader.load( './textures/planets/earth_day_4096.jpg' );
+				dayTexture.colorSpace = THREE.SRGBColorSpace;
+				dayTexture.anisotropy = 8;
+
+				const nightTexture = textureLoader.load( './textures/planets/earth_night_4096.jpg' );
+				nightTexture.colorSpace = THREE.SRGBColorSpace;
+				nightTexture.anisotropy = 8;
+
+				const bumpRoughnessCloudsTexture = textureLoader.load( './textures/planets/earth_bump_roughness_clouds_4096.jpg' );
+				bumpRoughnessCloudsTexture.anisotropy = 8;
+
+				// fresnel
+
+				const viewDirection = positionWorld.sub( cameraPosition ).normalize();
+				const fresnel = viewDirection.dot( normalWorld ).abs().oneMinus().toVar();
+
+				// sun orientation
+
+				const sunOrientation = normalWorld.dot( normalize( sun.position ) ).toVar();
+
+				// atmosphere color
+
+				const atmosphereColor = mix( atmosphereTwilightColor, atmosphereDayColor, sunOrientation.smoothstep( - 0.25, 0.75 ) );
+
+				// globe
+
+				const globeMaterial = new THREE.MeshStandardNodeMaterial();
+
+				const cloudsStrength = texture( bumpRoughnessCloudsTexture, uv() ).b.smoothstep( 0.2, 1 );
+
+				globeMaterial.colorNode = mix( texture( dayTexture ), vec3( 1 ), cloudsStrength.mul( 2 ) );
+
+				const roughness = max(
+					texture( bumpRoughnessCloudsTexture ).g,
+					step( 0.01, cloudsStrength )
+				);
+				globeMaterial.roughnessNode = roughness.remap( 0, 1, roughnessLow, roughnessHigh );
+
+				const night = texture( nightTexture );
+				const dayStrength = sunOrientation.smoothstep( - 0.25, 0.5 );
+
+				const atmosphereDayStrength = sunOrientation.smoothstep( - 0.5, 1 );
+				const atmosphereMix = atmosphereDayStrength.mul( fresnel.pow( 2 ) ).clamp( 0, 1 );
+
+				let finalOutput = mix( night.rgb, output.rgb, dayStrength );
+				finalOutput = mix( finalOutput, atmosphereColor, atmosphereMix );
+
+				globeMaterial.outputNode = vec4( finalOutput, output.a );
+
+				const bumpElevation = max(
+					texture( bumpRoughnessCloudsTexture ).r,
+					cloudsStrength
+				);
+				globeMaterial.normalNode = bumpElevation.bumpMap();
+
+				const sphereGeometry = new THREE.SphereGeometry( 1, 64, 64 );
+				globe = new THREE.Mesh( sphereGeometry, globeMaterial );
+				scene.add( globe );
+
+				// atmosphere
+
+				const atmosphereMaterial = new THREE.MeshBasicNodeMaterial( { side: THREE.BackSide, transparent: true } );
+				let alpha = fresnel.remap( 0.73, 1, 1, 0 ).pow( 3 );
+				alpha = alpha.mul( sunOrientation.smoothstep( - 0.5, 1 ) );
+				atmosphereMaterial.outputNode = vec4( atmosphereColor, alpha );
+
+				const atmosphere = new THREE.Mesh( sphereGeometry, atmosphereMaterial );
+				atmosphere.scale.setScalar( 1.04 );
+				scene.add( atmosphere );
+
+				// debug
+
+				const gui = new GUI();
+
+				gui
+					.addColor( { color: atmosphereDayColor.value.getHex( THREE.SRGBColorSpace ) }, 'color' )
+					.onChange( ( value ) => {
+
+						atmosphereDayColor.value.set( value );
+
+					} )
+					.name( 'atmosphereDayColor' );
+
+				gui
+					.addColor( { color: atmosphereTwilightColor.value.getHex( THREE.SRGBColorSpace ) }, 'color' )
+					.onChange( ( value ) => {
+
+						atmosphereTwilightColor.value.set( value );
+
+					} )
+					.name( 'atmosphereTwilightColor' );
+
+				gui.add( roughnessLow, 'value', 0, 1, 0.001 ).name( 'roughnessLow' );
+				gui.add( roughnessHigh, 'value', 0, 1, 0.001 ).name( 'roughnessHigh' );
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer();
+				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.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() {
+
+				const delta = clock.getDelta();
+				globe.rotation.y += delta * 0.025;
+			
+				controls.update();
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

+ 1 - 0
test/e2e/puppeteer.js

@@ -155,6 +155,7 @@ const exceptionList = [
 	'webgpu_tsl_compute_attractors_particles',
 	'webgpu_tsl_raging_sea',
 	'webgpu_tsl_halftone',
+	'webgpu_tsl_earth',
 
 	// WebGPU idleTime and parseTime too low
 	'webgpu_compute_particles',

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