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Examples: Add TSL angular slicing (#29007)

* Examples: Add TSL angular slicing

* update

* Update puppeteer.js
Bruno Simon hai 1 ano
pai
achega
d6986960b1

+ 1 - 0
examples/files.json

@@ -403,6 +403,7 @@
 		"webgpu_textures_2d-array",
 		"webgpu_textures_anisotropy",
 		"webgpu_textures_partialupdate",
+		"webgpu_tsl_angular_slicing",
 		"webgpu_tsl_coffee_smoke",
 		"webgpu_tsl_compute_attractors_particles",
 		"webgpu_tsl_earth",

BIN=BIN
examples/models/gltf/gears.glb


BIN=BIN
examples/screenshots/webgpu_tsl_angular_slicing.jpg


+ 232 - 0
examples/webgpu_tsl_angular_slicing.html

@@ -0,0 +1,232 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - angular slicing</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> - angular slicing
+			<br>
+			Based on <a href="https://threejs-journey.com/lessons/sliced-model-shader" 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 { If, PI2, atan2, color, frontFacing, output, positionLocal, tslFn, uniform, vec4 } from 'three/tsl';
+
+			import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
+			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
+			import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
+			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( 35, window.innerWidth / window.innerHeight, 0.1, 100 );
+				camera.position.set( - 5, 5, 12 );
+
+				scene = new THREE.Scene();
+
+				const gui = new GUI();
+
+				// environment
+
+				const rgbeLoader = new RGBELoader();
+				rgbeLoader.load( './textures/equirectangular/royal_esplanade_1k.hdr', ( environmentMap ) => {
+
+					environmentMap.mapping = THREE.EquirectangularReflectionMapping;
+
+					scene.background = environmentMap;
+					scene.environment = environmentMap;
+
+				} );
+
+				// lights
+
+				const directionalLight = new THREE.DirectionalLight( '#ffffff', 4 );
+				directionalLight.position.set( 6.25, 3, 4 );
+				directionalLight.castShadow = true;
+				directionalLight.shadow.mapSize.set( 1024, 1024 );
+				directionalLight.shadow.camera.near = 0.1;
+				directionalLight.shadow.camera.far = 30;
+				directionalLight.shadow.camera.top = 8;
+				directionalLight.shadow.camera.right = 8;
+				directionalLight.shadow.camera.bottom = - 8;
+				directionalLight.shadow.camera.left = - 8;
+				directionalLight.shadow.normalBias = 0.05;
+				scene.add( directionalLight );
+
+				// TSL functions
+			
+				const inAngle = tslFn( ( [ position, angleStart, angleArc ] ) => {
+
+					const angle = atan2( position.y, position.x ).sub( angleStart ).mod( PI2 ).toVar();
+					return angle.greaterThan( 0 ).and( angle.lessThan( angleArc ) );
+
+				} );
+
+				// materials
+
+				const defaultMaterial = new THREE.MeshPhysicalNodeMaterial( {
+					metalness: 0.5,
+					roughness: 0.25,
+					envMapIntensity: 0.5,
+					color: '#858080'
+				} );
+
+				const slicedMaterial = new THREE.MeshPhysicalNodeMaterial( {
+					metalness: 0.5,
+					roughness: 0.25,
+					envMapIntensity: 0.5,
+					color: '#858080',
+					side: THREE.DoubleSide
+				} );
+
+				// uniforms
+
+				const sliceStart = uniform( 1.75 );
+				const sliceArc = uniform( 1.25 );
+				const sliceColor = uniform( color( '#b62f58' ) );
+
+				// debug
+
+				gui.add( sliceStart, 'value', - Math.PI, Math.PI, 0.001 ).name( 'sliceStart' );
+				gui.add( sliceArc, 'value', 0, Math.PI * 2, 0.001 ).name( 'sliceArc' );
+				gui.addColor( { color: sliceColor.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).onChange( value => sliceColor.value.set( value ) );
+
+				// output
+
+				slicedMaterial.outputNode = tslFn( () => {
+
+					// discard
+
+					inAngle( positionLocal.xy, sliceStart, sliceArc ).discard();
+
+					// backface color
+
+					const finalOutput = output;
+					If( frontFacing.not(), () => {
+
+						finalOutput.assign( vec4( sliceColor, 1 ) );
+			
+					} );
+			
+					return finalOutput;
+			
+				} )();
+
+				// shadow
+
+				slicedMaterial.shadowNode = tslFn( () => {
+
+					// discard
+
+					inAngle( positionLocal.xy, sliceStart, sliceArc ).discard();
+
+					return vec4( 0, 0, 0, 1 );
+			
+				} )();
+
+				// model
+
+				const dracoLoader = new DRACOLoader();
+				dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
+
+				const gltfLoader = new GLTFLoader();
+				gltfLoader.setDRACOLoader( dracoLoader );
+
+				gltfLoader.load( './models/gltf/gears.glb', ( gltf ) => {
+
+					const model = gltf.scene;
+
+					model.traverse( ( child ) => {
+
+						if ( child.isMesh ) {
+
+							if ( child.name === 'outerHull' )
+								child.material = slicedMaterial;
+							else
+								child.material = defaultMaterial;
+
+							child.castShadow = true;
+							child.receiveShadow = true;
+			
+						}
+
+					} );
+
+					scene.add( model );
+			
+				} );
+
+				// plane
+
+				const plane = new THREE.Mesh(
+					new THREE.PlaneGeometry( 10, 10, 10 ),
+					new THREE.MeshStandardMaterial( { color: '#aaaaaa' } )
+				);
+				plane.receiveShadow = true;
+				plane.position.set( - 4, - 3, - 4 );
+				plane.lookAt( new THREE.Vector3( 0, 0, 0 ) );
+				scene.add( plane );
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.toneMapping = THREE.ACESFilmicToneMapping;
+				renderer.toneMappingExposure = 1;
+				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() {
+			
+				controls.update();
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

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