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Examples: Add TSL VFX Tornado (#29020)

* Examples: Add TSL VFX Tornado

* Examples: TSL VFX Tornado: Switch to built in luminance

* Examples: TSL VFX Tornado: Remove comments
Bruno Simon há 1 ano atrás
pai
commit
ddd1bc654d

+ 1 - 0
examples/files.json

@@ -415,6 +415,7 @@
 		"webgpu_tsl_procedural_terrain",
 		"webgpu_tsl_transpiler",
 		"webgpu_tsl_vfx_flames",
+		"webgpu_tsl_vfx_tornado",
 		"webgpu_video_panorama",
 		"webgpu_volume_cloud",
 		"webgpu_volume_perlin"

BIN
examples/screenshots/webgpu_tsl_vfx_tornado.jpg


+ 334 - 0
examples/webgpu_tsl_vfx_tornado.html

@@ -0,0 +1,334 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - VFX Tornado</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> - VFX Tornado
+			<br>
+			Based on <a href="https://threejs-journey.com/lessons/galaxy-generator" 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 { luminance, cos, float, min, timerLocal, atan2, uniform, pass, bloom, PI, PI2, color, positionLocal, sin, texture, tslFn, uv, vec2, vec3, vec4 } 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, postProcessing, controls;
+
+			init();
+
+			function init() {
+
+				camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 50 );
+				camera.position.set( 1, 1, 3 );
+
+				scene = new THREE.Scene();
+
+				// textures
+
+				const textureLoader = new THREE.TextureLoader();
+				const perlinTexture = textureLoader.load( './textures/noises/perlin/rgb-256x256.png' );
+				perlinTexture.wrapS = THREE.RepeatWrapping;
+				perlinTexture.wrapT = THREE.RepeatWrapping;
+
+				// TSL functions
+
+				const toRadialUv = tslFn( ( [ uv, multiplier, rotation, offset ] ) => {
+
+					const centeredUv = uv.sub( 0.5 ).toVar();
+					const distanceToCenter = centeredUv.length();
+					const angle = atan2( centeredUv.y, centeredUv.x );
+					const radialUv = vec2( angle.add( PI ).div( PI2 ), distanceToCenter ).toVar();
+					radialUv.mulAssign( multiplier );
+					radialUv.x.addAssign( rotation );
+					radialUv.y.addAssign( offset );
+
+					return radialUv;
+
+				} );
+
+				const toSkewedUv = tslFn( ( [ uv, skew ] ) => {
+
+					return vec2(
+						uv.x.add( uv.y.mul( skew.x ) ),
+						uv.y.add( uv.x.mul( skew.y ) )
+					);
+
+				} );
+
+				const twistedCylinder = tslFn( ( [ position, parabolStrength, parabolOffset, parabolAmplitude, time ] ) => {
+
+					const angle = atan2( position.z, position.x ).toVar();
+					const elevation = position.y;
+
+					// parabol
+					const radius = parabolStrength.mul( position.y.sub( parabolOffset ) ).pow( 2 ).add( parabolAmplitude ).toVar();
+
+					// turbulences
+					radius.addAssign( sin( elevation.sub( time ).mul( 20 ).add( angle.mul( 2 ) ) ).mul( 0.05 ) );
+
+					const twistedPosition = vec3(
+						cos( angle ).mul( radius ),
+						elevation,
+						sin( angle ).mul( radius )
+					);
+
+					return twistedPosition;
+
+				} );
+
+				// uniforms
+
+				const emissiveColor = uniform( color( '#ff8b4d' ) );
+				const timeScale = uniform( 0.2 );
+				const parabolStrength = uniform( 1 );
+				const parabolOffset = uniform( 0.3 );
+				const parabolAmplitude = uniform( 0.2 );
+
+				// tornado floor
+
+				const floorMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, wireframe: false } );
+
+				floorMaterial.outputNode = tslFn( () => {
+
+					const time = timerLocal().mul( timeScale );
+
+					// noise 1
+					const noise1Uv = toRadialUv(
+						uv(),
+						vec2( 0.5, 0.5 ),
+						time,
+						time
+					);
+					noise1Uv.assign( toSkewedUv(
+						noise1Uv,
+						vec2( - 1, 0 )
+					) );
+					noise1Uv.mulAssign( vec2( 4, 1 ) );
+					const noise1 = texture( perlinTexture, noise1Uv, 1 ).r.remap( 0.45, 0.7 );
+
+					// noise 2
+					const noise2Uv = toRadialUv(
+						uv(),
+						vec2( 2, 8 ),
+						time.mul( 2 ),
+						time.mul( 8 )
+					);
+					noise2Uv.assign( toSkewedUv(
+						noise2Uv,
+						vec2( - 0.25, 0 )
+					) );
+					noise2Uv.mulAssign( vec2( 2, 0.25 ) );
+					const noise2 = texture( perlinTexture, noise2Uv, 1 ).b.remap( 0.45, 0.7 );
+
+					// outer fade
+					const distanceToCenter = uv().sub( 0.5 ).toVar();
+					const outerFade = min(
+						distanceToCenter.length().smoothstep( 0.5, 0.1 ),
+						distanceToCenter.length().smoothstep( 0, 0.2 )
+					);
+
+					// effect
+					const effect = noise1.mul( noise2 ).mul( outerFade ).toVar();
+
+					// output
+					return vec4(
+						emissiveColor.mul( float( 0.2 ).step( effect ) ).mul( 3 ), // Emissive
+						effect.smoothstep( 0, 0.01 ) // Alpha
+					);
+
+				} )();
+
+				const floor = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), floorMaterial );
+				floor.rotation.x = - Math.PI * 0.5;
+				scene.add( floor );
+
+				// tornado cylinder geometry
+
+				const cylinderGeometry = new THREE.CylinderGeometry( 1, 1, 1, 20, 20, true );
+				cylinderGeometry.translate( 0, 0.5, 0 );
+
+				// tornado emissive cylinder
+
+				const emissiveMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, side: THREE.DoubleSide, wireframe: false } );
+
+				emissiveMaterial.positionNode = twistedCylinder( positionLocal, parabolStrength, parabolOffset, parabolAmplitude.sub( 0.05 ), timerLocal().mul( timeScale ) );
+
+				emissiveMaterial.outputNode = tslFn( () => {
+
+					const time = timerLocal().mul( timeScale );
+
+					// noise 1
+					const noise1Uv = uv().add( vec2( time, time.negate() ) ).toVar();
+					noise1Uv.assign( toSkewedUv(
+						noise1Uv,
+						vec2( - 1, 0 )
+					) );
+					noise1Uv.mulAssign( vec2( 2, 0.25 ) );
+					const noise1 = texture( perlinTexture, noise1Uv, 1 ).r.remap( 0.45, 0.7 );
+
+					// noise 2
+					const noise2Uv = uv().add( vec2( time.mul( 0.5 ), time.negate() ) ).toVar();
+					noise2Uv.assign( toSkewedUv(
+						noise2Uv,
+						vec2( - 1, 0 )
+					) );
+					noise2Uv.mulAssign( vec2( 5, 1 ) );
+					const noise2 = texture( perlinTexture, noise2Uv, 1 ).g.remap( 0.45, 0.7 );
+
+					// outer fade
+					const outerFade = min(
+						uv().y.smoothstep( 0, 0.1 ),
+						uv().y.smoothstep( 1, 0.6 )
+					);
+
+					// effect
+					const effect = noise1.mul( noise2 ).mul( outerFade );
+
+					const emissiveColorLuminance = luminance( emissiveColor );
+
+					// output
+					return vec4(
+						emissiveColor.mul( 1.2 ).div( emissiveColorLuminance ), // emissive
+						effect.smoothstep( 0, 0.1 ) // alpha
+					);
+
+				} )();
+
+				const emissive = new THREE.Mesh( cylinderGeometry, emissiveMaterial );
+				emissive.scale.set( 1, 1, 1 );
+				scene.add( emissive );
+
+				// tornado dark cylinder
+
+				const darkMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, side: THREE.DoubleSide, wireframe: false } );
+
+				darkMaterial.positionNode = twistedCylinder( positionLocal, parabolStrength, parabolOffset, parabolAmplitude, timerLocal().mul( timeScale ) );
+
+				darkMaterial.outputNode = tslFn( () => {
+
+					const time = timerLocal().mul( timeScale ).add( 123.4 );
+
+					// noise 1
+					const noise1Uv = uv().add( vec2( time, time.negate() ) ).toVar();
+					noise1Uv.assign( toSkewedUv(
+						noise1Uv,
+						vec2( - 1, 0 )
+					) );
+					noise1Uv.mulAssign( vec2( 2, 0.25 ) );
+					const noise1 = texture( perlinTexture, noise1Uv, 1 ).g.remap( 0.45, 0.7 );
+
+					// noise 2
+					const noise2Uv = uv().add( vec2( time.mul( 0.5 ), time.negate() ) ).toVar();
+					noise2Uv.assign( toSkewedUv(
+						noise2Uv,
+						vec2( - 1, 0 )
+					) );
+					noise2Uv.mulAssign( vec2( 5, 1 ) );
+					const noise2 = texture( perlinTexture, noise2Uv, 1 ).b.remap( 0.45, 0.7 );
+
+					// outer fade
+					const outerFade = min(
+						uv().y.smoothstep( 0, 0.2 ),
+						uv().y.smoothstep( 1, 0.6 )
+					);
+
+					// effect
+					const effect = noise1.mul( noise2 ).mul( outerFade );
+
+					return vec4(
+						vec3( 0 ),
+						effect.smoothstep( 0, 0.01 )
+					);
+
+				} )();
+
+				const dark = new THREE.Mesh( cylinderGeometry, darkMaterial );
+				dark.scale.set( 1, 1, 1 );
+				scene.add( dark );
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer( { antialias: true } );
+				renderer.setClearColor( 0x201919 );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				document.body.appendChild( renderer.domElement );
+
+				// post processing
+
+				postProcessing = new THREE.PostProcessing( renderer );
+
+				const scenePass = pass( scene, camera );
+				const scenePassColor = scenePass.getTextureNode( 'output' );
+
+				const bloomPass = bloom( scenePassColor, 1, 0.1, 1 );
+
+				postProcessing.outputNode = scenePassColor.add( bloomPass );
+
+				// controls
+
+				controls = new OrbitControls( camera, renderer.domElement );
+				controls.target.y = 0.4;
+				controls.enableDamping = true;
+				controls.minDistance = 0.1;
+				controls.maxDistance = 50;
+
+				window.addEventListener( 'resize', onWindowResize );
+
+				// debug
+
+				const gui = new GUI();
+
+				gui.addColor( { color: emissiveColor.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).onChange( value => emissiveColor.value.set( value ) ).name( 'emissiveColor' );
+				gui.add( timeScale, 'value', - 1, 1, 0.01 ).name( 'timeScale' );
+				gui.add( parabolStrength, 'value', 0, 2, 0.01 ).name( 'parabolStrength' );
+				gui.add( parabolOffset, 'value', 0, 1, 0.01 ).name( 'parabolOffset' );
+				gui.add( parabolAmplitude, 'value', 0, 2, 0.01 ).name( 'parabolAmplitude' );
+
+				const bloomGui = gui.addFolder( 'bloom' );
+				bloomGui.add( bloomPass.strength, 'value', 0, 10, 0.01 ).name( 'strength' );
+				bloomGui.add( bloomPass.radius, 'value', 0, 1, 0.01 ).name( 'radius' );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			async function animate() {
+			
+				controls.update();
+
+				postProcessing.render();
+
+			}
+
+		</script>
+	</body>
+</html>

+ 1 - 0
test/e2e/puppeteer.js

@@ -148,6 +148,7 @@ const exceptionList = [
 	'webgpu_tsl_coffee_smoke',
 	'webgpu_tsl_vfx_flames',
 	'webgpu_tsl_halftone',
+	'webgpu_tsl_vfx_tornado',
 
 	// WebGPU idleTime and parseTime too low
 	'webgpu_compute_particles',

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