webgpu_postprocessing_ssr.html 7.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <head>
  5. <title>three.js webgpu - postprocessing - Screen Space Reflections (SSR)</title>
  6. <meta charset="utf-8">
  7. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  8. <meta property="og:title" content="three.js webgpu - postprocessing - Screen Space Reflections (SSR)">
  9. <meta property="og:type" content="website">
  10. <meta property="og:url" content="https://threejs.org/examples/webgpu_postprocessing_ssr.html">
  11. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_postprocessing_ssr.jpg">
  12. <link type="text/css" rel="stylesheet" href="example.css">
  13. </head>
  14. <body>
  15. <div id="info">
  16. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  17. <div class="title-wrapper">
  18. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>SSR</span>
  19. </div>
  20. <small>
  21. Screen Space Reflections.<br />
  22. <a href="https://skfb.ly/6tqYD" target="_blank" rel="noopener">Steampunk Camera</a> by
  23. <a href="https://sketchfab.com/lumoize" target="_blank" rel="noopener">dylanheyes</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.
  24. </small>
  25. </div>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../build/three.webgpu.js",
  30. "three/webgpu": "../build/three.webgpu.js",
  31. "three/tsl": "../build/three.tsl.js",
  32. "three/addons/": "./jsm/"
  33. }
  34. }
  35. </script>
  36. <script type="module">
  37. import * as THREE from 'three/webgpu';
  38. import { pass, mrt, output, normalView, metalness, roughness, screenUV, color, sample, packNormalToRGB, unpackRGBToNormal, vec2, colorSpaceToWorking } from 'three/tsl';
  39. import { ssr } from 'three/addons/tsl/display/SSRNode.js';
  40. import { smaa } from 'three/addons/tsl/display/SMAANode.js';
  41. import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
  42. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  43. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  44. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  45. import { Inspector } from 'three/addons/inspector/Inspector.js';
  46. const params = {
  47. quality: 0.5,
  48. blurQuality: 1,
  49. maxDistance: 1,
  50. opacity: 1,
  51. thickness: 0.03,
  52. roughness: 1,
  53. enabled: true
  54. };
  55. let camera, scene, model, renderer, renderPipeline, ssrPass;
  56. let controls;
  57. init();
  58. async function init() {
  59. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 50 );
  60. camera.position.set( 3, 2, 3 );
  61. scene = new THREE.Scene();
  62. scene.backgroundNode = screenUV.distance( .5 ).remap( 0, 0.5 ).mix( color( 0x888877 ), color( 0x776666 ) );
  63. const dracoLoader = new DRACOLoader();
  64. const loader = new GLTFLoader();
  65. loader.setDRACOLoader( dracoLoader );
  66. loader.load( 'models/gltf/steampunk_camera.glb', function ( gltf ) {
  67. model = gltf.scene;
  68. model.traverse( function ( object ) {
  69. if ( object.material ) {
  70. if ( object.material.name === 'Lense_Casing' ) {
  71. object.material.transparent = true;
  72. }
  73. // Avoid overdrawing
  74. object.material.side = THREE.FrontSide;
  75. }
  76. } );
  77. model.position.y = 0.1;
  78. scene.add( model );
  79. } );
  80. // Add a reflective plane under the camera
  81. const floorGeometry = new THREE.CircleGeometry( 2, 64 );
  82. const floorMaterial = new THREE.MeshStandardMaterial( {
  83. color: 0xffffff,
  84. metalness: 1,
  85. roughness: 0.5
  86. } );
  87. const floor = new THREE.Mesh( floorGeometry, floorMaterial );
  88. floor.rotation.x = - Math.PI / 2;
  89. floor.position.y = - 0.8;
  90. scene.add( floor );
  91. //
  92. renderer = new THREE.WebGPURenderer();
  93. // renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. renderer.setAnimationLoop( animate );
  96. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  97. renderer.inspector = new Inspector();
  98. document.body.appendChild( renderer.domElement );
  99. await renderer.init();
  100. const environment = new RoomEnvironment();
  101. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  102. scene.environment = pmremGenerator.fromScene( environment, 0.04 ).texture;
  103. scene.environmentIntensity = 1.25;
  104. pmremGenerator.dispose();
  105. //
  106. renderPipeline = new THREE.RenderPipeline( renderer );
  107. const scenePass = pass( scene, camera );
  108. scenePass.setMRT( mrt( {
  109. output: output,
  110. normal: packNormalToRGB( normalView ),
  111. metalrough: vec2( metalness, roughness ) // pack metalness and roughness into a single attachment
  112. } ) );
  113. const scenePassColor = scenePass.getTextureNode( 'output' ).toInspector( 'Color' );
  114. const scenePassNormal = scenePass.getTextureNode( 'normal' ).toInspector( 'Normal', ( node ) => {
  115. return colorSpaceToWorking( node, THREE.SRGBColorSpace );
  116. } );
  117. const scenePassDepth = scenePass.getTextureNode( 'depth' ).toInspector( 'Depth', () => {
  118. return scenePass.getLinearDepthNode();
  119. } );
  120. const scenePassMetalRough = scenePass.getTextureNode( 'metalrough' ).toInspector( 'Metalness-Roughness' );
  121. // optional: optimize bandwidth by reducing the texture precision for normals and metal/roughness
  122. const normalTexture = scenePass.getTexture( 'normal' );
  123. normalTexture.type = THREE.UnsignedByteType;
  124. const metalRoughTexture = scenePass.getTexture( 'metalrough' );
  125. metalRoughTexture.type = THREE.UnsignedByteType;
  126. const sceneNormal = sample( ( uv ) => {
  127. return unpackRGBToNormal( scenePassNormal.sample( uv ) );
  128. } );
  129. //
  130. ssrPass = ssr( scenePassColor, scenePassDepth, sceneNormal, scenePassMetalRough.r, scenePassMetalRough.g ).toInspector( 'SSR' );
  131. // blend SSR over beauty (SSR outputs premultiplied color, so use additive blending)
  132. const outputNode = smaa( scenePassColor.add( ssrPass.rgb ) );
  133. renderPipeline.outputNode = outputNode;
  134. //
  135. controls = new OrbitControls( camera, renderer.domElement );
  136. controls.enableDamping = true;
  137. controls.update();
  138. window.addEventListener( 'resize', onWindowResize );
  139. // GUI
  140. const gui = renderer.inspector.createParameters( 'Settings' );
  141. const ssrFolder = gui.addFolder( 'SSR' );
  142. ssrFolder.add( params, 'quality', 0, 1 ).onChange( updateParameters );
  143. ssrFolder.add( params, 'blurQuality', 1, 3, 1 ).onChange( updateParameters );
  144. ssrFolder.add( params, 'maxDistance', 0, 1 ).onChange( updateParameters );
  145. ssrFolder.add( params, 'opacity', 0, 1 ).onChange( updateParameters );
  146. ssrFolder.add( params, 'thickness', 0, 0.05 ).onChange( updateParameters );
  147. ssrFolder.add( params, 'enabled' ).onChange( () => {
  148. if ( params.enabled === true ) {
  149. renderPipeline.outputNode = outputNode;
  150. } else {
  151. renderPipeline.outputNode = scenePass;
  152. }
  153. renderPipeline.needsUpdate = true;
  154. } );
  155. const modelFolder = gui.addFolder( 'Model' );
  156. modelFolder.add( params, 'roughness', 0, 1 ).onChange( ( value ) => {
  157. model.traverse( function ( object ) {
  158. if ( object.material ) {
  159. object.material.roughness = value;
  160. }
  161. } );
  162. } );
  163. updateParameters();
  164. }
  165. function updateParameters() {
  166. ssrPass.quality.value = params.quality;
  167. ssrPass.blurQuality.value = params.blurQuality;
  168. ssrPass.maxDistance.value = params.maxDistance;
  169. ssrPass.opacity.value = params.opacity;
  170. ssrPass.thickness.value = params.thickness;
  171. }
  172. function onWindowResize() {
  173. camera.aspect = window.innerWidth / window.innerHeight;
  174. camera.updateProjectionMatrix();
  175. renderer.setSize( window.innerWidth, window.innerHeight );
  176. }
  177. function animate() {
  178. controls.update();
  179. renderPipeline.render();
  180. }
  181. </script>
  182. </body>
  183. </html>
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