webgpu_cubemap_adjustments.html 6.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - envmap adjustments</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. <link type="text/css" rel="stylesheet" href="example.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  12. <div class="title-wrapper">
  13. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>EnvMap Adjustments</span>
  14. </div>
  15. <small>
  16. Adjust/modify the scene's background and environment.<br/>
  17. Battle Damaged Sci-fi Helmet by <a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a>
  18. </small>
  19. </div>
  20. <script type="importmap">
  21. {
  22. "imports": {
  23. "three": "../build/three.webgpu.js",
  24. "three/webgpu": "../build/three.webgpu.js",
  25. "three/tsl": "../build/three.tsl.js",
  26. "three/addons/": "./jsm/"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three/webgpu';
  32. import { uniform, mix, pmremTexture, reference, positionLocal, hue, saturation, positionWorld, normalWorld, positionWorldDirection, reflectVector } from 'three/tsl';
  33. import { HDRCubeTextureLoader } from 'three/addons/loaders/HDRCubeTextureLoader.js';
  34. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  35. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  36. import { Inspector } from 'three/addons/inspector/Inspector.js';
  37. let camera, scene, renderer;
  38. init();
  39. async function init() {
  40. const container = document.createElement( 'div' );
  41. document.body.appendChild( container );
  42. const initialDistance = 2;
  43. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  44. camera.position.set( - 1.8 * initialDistance, 0.6 * initialDistance, 2.7 * initialDistance );
  45. scene = new THREE.Scene();
  46. // cube textures
  47. const hdrUrls = [ 'px.hdr', 'nx.hdr', 'py.hdr', 'ny.hdr', 'pz.hdr', 'nz.hdr' ];
  48. const cube1Texture = await new HDRCubeTextureLoader()
  49. .setPath( './textures/cube/pisaHDR/' )
  50. .loadAsync( hdrUrls );
  51. cube1Texture.generateMipmaps = true;
  52. cube1Texture.minFilter = THREE.LinearMipmapLinearFilter;
  53. const cube2Urls = [ 'posx.jpg', 'negx.jpg', 'posy.jpg', 'negy.jpg', 'posz.jpg', 'negz.jpg' ];
  54. const cube2Texture = await new THREE.CubeTextureLoader()
  55. .setPath( './textures/cube/Park2/' )
  56. .loadAsync( cube2Urls );
  57. cube2Texture.generateMipmaps = true;
  58. cube2Texture.minFilter = THREE.LinearMipmapLinearFilter;
  59. // nodes and environment
  60. const adjustments = {
  61. mix: 0,
  62. procedural: 0,
  63. intensity: 1,
  64. hue: 0,
  65. saturation: 1
  66. };
  67. const mixNode = reference( 'mix', 'float', adjustments );
  68. const proceduralNode = reference( 'procedural', 'float', adjustments );
  69. const intensityNode = reference( 'intensity', 'float', adjustments );
  70. const hueNode = reference( 'hue', 'float', adjustments );
  71. const saturationNode = reference( 'saturation', 'float', adjustments );
  72. const rotateY1Matrix = new THREE.Matrix4();
  73. const rotateY2Matrix = new THREE.Matrix4();
  74. const getEnvironmentNode = ( reflectNode, positionNode ) => {
  75. const custom1UV = reflectNode.xyz.mul( uniform( rotateY1Matrix ) );
  76. const custom2UV = reflectNode.xyz.mul( uniform( rotateY2Matrix ) );
  77. const mixCubeMaps = mix( pmremTexture( cube1Texture, custom1UV ), pmremTexture( cube2Texture, custom2UV ), positionNode.y.add( mixNode ).clamp() );
  78. const proceduralEnv = mix( mixCubeMaps, normalWorld, proceduralNode );
  79. const intensityFilter = proceduralEnv.mul( intensityNode );
  80. const hueFilter = hue( intensityFilter, hueNode );
  81. return saturation( hueFilter, saturationNode );
  82. };
  83. const blurNode = uniform( 0 );
  84. scene.environmentNode = getEnvironmentNode( reflectVector, positionWorld );
  85. scene.backgroundNode = getEnvironmentNode( positionWorldDirection, positionLocal ).context( {
  86. getTextureLevel: () => blurNode
  87. } );
  88. // scene objects
  89. const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
  90. const gltf = await loader.loadAsync( 'DamagedHelmet.gltf' );
  91. scene.add( gltf.scene );
  92. const sphereGeometry = new THREE.SphereGeometry( .5, 64, 32 );
  93. const sphereRightView = new THREE.Mesh( sphereGeometry, new THREE.MeshStandardMaterial( { roughness: 0, metalness: 1 } ) );
  94. sphereRightView.position.x += 2;
  95. const sphereLeftView = new THREE.Mesh( sphereGeometry, new THREE.MeshStandardMaterial( { roughness: 1, metalness: 1 } ) );
  96. sphereLeftView.position.x -= 2;
  97. scene.add( sphereLeftView );
  98. scene.add( sphereRightView );
  99. // renderer and controls
  100. renderer = new THREE.WebGPURenderer( { antialias: true } );
  101. renderer.setPixelRatio( window.devicePixelRatio );
  102. renderer.setSize( window.innerWidth, window.innerHeight );
  103. renderer.toneMapping = THREE.LinearToneMapping;
  104. renderer.inspector = new Inspector();
  105. renderer.setAnimationLoop( render );
  106. container.appendChild( renderer.domElement );
  107. const controls = new OrbitControls( camera, renderer.domElement );
  108. controls.minDistance = 2;
  109. controls.maxDistance = 10;
  110. window.addEventListener( 'resize', onWindowResize );
  111. // gui
  112. const gui = renderer.inspector.createParameters( 'Settings' );
  113. gui.add( { blurBackground: blurNode.value }, 'blurBackground', 0, 1, 0.01 ).onChange( value => {
  114. blurNode.value = value;
  115. } );
  116. gui.add( { offsetCube1: 0 }, 'offsetCube1', 0, Math.PI * 2, 0.01 ).onChange( value => {
  117. rotateY1Matrix.makeRotationY( value );
  118. } );
  119. gui.add( { offsetCube2: 0 }, 'offsetCube2', 0, Math.PI * 2, 0.01 ).onChange( value => {
  120. rotateY2Matrix.makeRotationY( value );
  121. } );
  122. gui.add( adjustments, 'mix', - 1, 2, 0.01 );
  123. gui.add( adjustments, 'procedural', 0, 1, 0.01 );
  124. gui.add( adjustments, 'intensity', 0, 5, 0.01 );
  125. gui.add( adjustments, 'hue', 0, Math.PI * 2, 0.01 );
  126. gui.add( adjustments, 'saturation', 0, 2, 0.01 );
  127. }
  128. function onWindowResize() {
  129. camera.aspect = window.innerWidth / window.innerHeight;
  130. camera.updateProjectionMatrix();
  131. renderer.setSize( window.innerWidth, window.innerHeight );
  132. }
  133. //
  134. function render() {
  135. renderer.render( scene, camera );
  136. }
  137. </script>
  138. </body>
  139. </html>
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