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Examples: Add `webgpu_postprocessing_dof_basic`. (#31445)

* Examples: Add `webgpu_postprocessing_dof_basic`.

* Example: Animate focus point transition.

* Examples: Clean up.
Michael Herzog 11 months ago
parent
commit
e2830ac5a2

+ 1 - 0
examples/files.json

@@ -400,6 +400,7 @@
 		"webgpu_postprocessing_bloom_selective",
 		"webgpu_postprocessing_difference",
 		"webgpu_postprocessing_dof",
+		"webgpu_postprocessing_dof_basic",
 		"webgpu_postprocessing_pixel",
 		"webgpu_postprocessing_fxaa",
 		"webgpu_postprocessing_lensflare",

BIN
examples/models/gltf/bath_day.glb


BIN
examples/screenshots/webgpu_postprocessing_dof_basic.jpg


+ 201 - 0
examples/webgpu_postprocessing_dof_basic.html

@@ -0,0 +1,201 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - postprocessing dof - basic</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">
+		<style>
+			body {
+				touch-action: none;
+				color: #000000;
+			}
+			a {
+				color: #2983ff;
+			}
+		</style>
+	</head>
+	<body>
+
+		<div id="info">
+			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - DOF - basic</a><br />
+			<a href="https://skfb.ly/opNFG" target="_blank" rel="noopener">Bath day</a> by 
+			<a href="https://sketchfab.com/stanst" target="_blank" rel="noopener">Stan.St</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.<br />
+			Click on a position in the scene to focus it.<br />
+		</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 { mix, pass, renderOutput, smoothstep, uniform, vec3 } from 'three/tsl';
+			import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
+			import { fxaa } from 'three/addons/tsl/display/FXAANode.js';
+
+			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
+			import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js';
+			import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
+
+			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
+			import TWEEN from 'three/addons/libs/tween.module.js';
+
+			let camera, scene, timer, renderer, model, mixer, raycaster, postProcessing;
+
+			const pointerCoords = new THREE.Vector2();
+			const focusPoint = new THREE.Vector3( 1, 1.75, - 0.4 );
+			const focusPointView = uniform( vec3() );
+
+			init();
+
+			async function init() {
+
+				camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
+				camera.position.set( - 5, 4, 5 );
+				camera.lookAt( 0, 1.5, 0 );
+
+				scene = new THREE.Scene();
+				scene.background = new THREE.Color( 0x90D5FF );
+
+				raycaster = new THREE.Raycaster();
+
+				timer = new THREE.Timer();
+
+				const dracoLoader = new DRACOLoader();
+				dracoLoader.setDecoderPath( 'jsm/libs/draco/gltf/' );
+			
+				const loader = new GLTFLoader();
+				loader.setDRACOLoader( dracoLoader );
+				const gltf = await loader.loadAsync( 'models/gltf/bath_day.glb' );
+
+				model = gltf.scene;
+				scene.add( model );
+
+				mixer = new THREE.AnimationMixer( model );
+				const action = mixer.clipAction( gltf.animations[ 0 ] );
+				action.play();
+
+				//
+
+				const hdrLoader = new UltraHDRLoader();
+				hdrLoader.setDataType( THREE.HalfFloatType );
+				const envMap = await hdrLoader.loadAsync( 'textures/equirectangular/spruit_sunrise_2k.hdr.jpg' );
+				envMap.mapping = THREE.EquirectangularReflectionMapping;
+				scene.environmentRotation.y = Math.PI * 0.5;
+				scene.environment = envMap;
+
+				// renderer
+
+				renderer = new THREE.WebGPURenderer();
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				renderer.toneMapping = THREE.NeutralToneMapping;
+				document.body.appendChild( renderer.domElement );
+
+				// post processing
+
+				postProcessing = new THREE.PostProcessing( renderer );
+				postProcessing.outputColorTransform = false;
+
+				// DOF uniforms
+
+				const maxBlur = uniform( 2 ); // maximum amount of blur
+				const minDistance = uniform( 1 ); // all positions at or below minDistance will be completely in focus.
+				const maxDistance = uniform( 3 ); // all positions at or beyond maxDistance will be completely out of focus.
+
+				// beauty and blur/out-of-focus pass
+
+				const scenePass = pass( scene, camera );
+				const scenePassViewZ = scenePass.getViewZNode();
+				const scenePassBlurred = gaussianBlur( scenePass, maxBlur );
+
+				// simple DOF from https://lettier.github.io/3d-game-shaders-for-beginners/depth-of-field.html
+
+				const blur = smoothstep( minDistance, maxDistance, scenePassViewZ.sub( focusPointView.z ).abs() );
+				const dofPass = mix( scenePass, scenePassBlurred, blur );
+
+				const outputPass = renderOutput( dofPass );
+				const fxaaPass = fxaa( outputPass );
+
+				postProcessing.outputNode = fxaaPass;
+
+				// GUI
+
+				const gui = new GUI();
+				gui.add( minDistance, 'value', 0, 3 ).name( 'min distance' );
+				gui.add( maxDistance, 'value', 0, 5 ).name( 'max distance' );
+				gui.add( maxBlur, 'value', 0, 5 ).name( 'max blur' );
+
+				//
+
+				renderer.domElement.addEventListener( 'pointerdown', onPointerDown );
+
+				window.addEventListener( 'resize', onWindowResize );
+
+			}
+
+			function onPointerDown( event ) {
+
+				pointerCoords.set(
+					( event.clientX / window.innerWidth ) * 2 - 1,
+					- ( event.clientY / window.innerHeight ) * 2 + 1
+				);
+
+				raycaster.setFromCamera( pointerCoords, camera );
+
+				const intersects = raycaster.intersectObject( model );
+
+				if ( intersects.length > 0 ) {
+
+					TWEEN.removeAll();
+
+					new TWEEN.Tween( focusPoint )
+						.to( intersects[ 0 ].point, 500 )
+						.easing( TWEEN.Easing.Cubic.InOut )
+						.start();
+
+				}
+			
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				TWEEN.update();
+
+				timer.update();
+
+				mixer.update( timer.getDelta() );
+
+				// since the focus point is expressed in view space, it must be updated on every
+				// camera change. for simplicity, do this every frame.
+
+				camera.updateMatrixWorld();
+				focusPointView.value.copy( focusPoint ).applyMatrix4( camera.matrixWorldInverse );
+
+				postProcessing.render();
+
+
+			}
+
+		</script>
+	</body>
+</html>

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