webgpu_custom_fog_scattering.html 5.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - fog - scattering</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <meta property="og:title" content="three.js webgpu - fog - scattering">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_custom_fog_scattering.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_custom_fog_scattering.jpg">
  11. <link type="text/css" rel="stylesheet" href="example.css">
  12. </head>
  13. <body>
  14. <div id="info" class="invert">
  15. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  16. <div class="title-wrapper">
  17. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Fog - Scattering</span>
  18. </div>
  19. <small>
  20. The demo simulates light scattering due to fog.<br/>
  21. </small>
  22. </div>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../build/three.webgpu.js",
  27. "three/webgpu": "../build/three.webgpu.js",
  28. "three/tsl": "../build/three.tsl.js",
  29. "three/addons/": "./jsm/"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three/webgpu';
  35. import { positionWorld, densityFogFactor, pass, vec2, uniform, mix, color } from 'three/tsl';
  36. import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
  37. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  38. import { Inspector } from 'three/addons/inspector/Inspector.js';
  39. let camera, scene, renderer, renderPipeline, controls;
  40. const params = {
  41. scatteringEnabled: true
  42. };
  43. init();
  44. async function init() {
  45. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 600 );
  46. camera.position.set( 30, 10, 30 );
  47. scene = new THREE.Scene();
  48. // fog
  49. scene.fog = new THREE.FogExp2( 0xcccccc, 0.014 );
  50. scene.background = new THREE.Color( 0xcccccc );
  51. // builds
  52. const buildWindows = positionWorld.y.mul( 10 ).floor().mod( 4 ).sign().mix( color( 0x000066 ), color( 0xffffff ) );
  53. const buildGeometry = new THREE.BoxGeometry( 1, 1, 1 );
  54. const buildMaterial = new THREE.MeshPhongNodeMaterial( {
  55. colorNode: buildWindows
  56. } );
  57. const buildMesh = new THREE.InstancedMesh( buildGeometry, buildMaterial, 4000 );
  58. scene.add( buildMesh );
  59. const dummy = new THREE.Object3D();
  60. const center = new THREE.Vector3();
  61. for ( let i = 0; i < buildMesh.count; i ++ ) {
  62. const scaleY = Math.random() * 7 + .5;
  63. dummy.position.x = Math.random() * 600 - 300;
  64. dummy.position.z = Math.random() * 600 - 300;
  65. const distance = Math.max( dummy.position.distanceTo( center ) * .012, 1 );
  66. dummy.position.y = .5 * scaleY * distance;
  67. dummy.scale.x = dummy.scale.z = Math.random() * 3 + .5;
  68. dummy.scale.y = scaleY * distance;
  69. dummy.updateMatrix();
  70. buildMesh.setMatrixAt( i, dummy.matrix );
  71. }
  72. // lights
  73. scene.add( new THREE.HemisphereLight( 0xf0f5f5, 0xd0dee7, 0.5 ) );
  74. // geometry
  75. const planeGeometry = new THREE.PlaneGeometry( 200, 200 );
  76. const planeMaterial = new THREE.MeshPhongMaterial( {
  77. color: 0x999999
  78. } );
  79. const ground = new THREE.Mesh( planeGeometry, planeMaterial );
  80. ground.rotation.x = - Math.PI / 2;
  81. ground.scale.multiplyScalar( 3 );
  82. ground.castShadow = true;
  83. ground.receiveShadow = true;
  84. scene.add( ground );
  85. // renderer
  86. renderer = new THREE.WebGPURenderer( { antialias: true } );
  87. renderer.setPixelRatio( window.devicePixelRatio );
  88. renderer.setSize( window.innerWidth, window.innerHeight );
  89. renderer.setAnimationLoop( animate );
  90. renderer.inspector = new Inspector();
  91. document.body.appendChild( renderer.domElement );
  92. // controls
  93. controls = new OrbitControls( camera, renderer.domElement );
  94. controls.target.set( 0, 2, 0 );
  95. controls.minDistance = 7;
  96. controls.maxDistance = 100;
  97. controls.maxPolarAngle = Math.PI / 2;
  98. controls.enableDamping = true;
  99. controls.update();
  100. //
  101. renderPipeline = new THREE.RenderPipeline( renderer );
  102. // uniforms
  103. const density = uniform( 0.014 );
  104. const scattering = uniform( 2 );
  105. // scene pass
  106. const scenePass = pass( scene, camera );
  107. const scenePassColor = scenePass.getTextureNode( 'output' );
  108. const scenePassViewZ = scenePass.getViewZNode();
  109. // blur pass (always downsampled to improve performance)
  110. const sceneColorBlurred = gaussianBlur( scenePassColor, vec2( scattering ), 4, { resolutionScale: 0.5 } );
  111. // composite
  112. const fogFactor = densityFogFactor( density ).context( { getViewZ: () => scenePassViewZ } );
  113. const compositeNode = mix( scenePassColor, sceneColorBlurred, fogFactor );
  114. renderPipeline.outputNode = compositeNode;
  115. // gui
  116. const gui = renderer.inspector.createParameters( 'Settings' );
  117. gui.add( density, 'value', 0.005, 0.03 ).step( 0.0001 ).name( 'fog density' ).onChange( ( value ) => {
  118. scene.fog.density = value;
  119. } );
  120. gui.add( scattering, 'value', 0, 5 ).name( 'scattering factor' );
  121. gui.add( params, 'scatteringEnabled' ).name( 'enable scattering' ).onChange( ( value ) => {
  122. if ( value === true ) {
  123. renderPipeline.outputNode = compositeNode;
  124. } else {
  125. renderPipeline.outputNode = scenePassColor;
  126. }
  127. renderPipeline.needsUpdate = true;
  128. } );
  129. window.addEventListener( 'resize', resize );
  130. }
  131. function resize() {
  132. camera.aspect = window.innerWidth / window.innerHeight;
  133. camera.updateProjectionMatrix();
  134. renderer.setSize( window.innerWidth, window.innerHeight );
  135. }
  136. function animate() {
  137. controls.update();
  138. renderPipeline.render();
  139. }
  140. </script>
  141. </body>
  142. </html>
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