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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - fog - scattering</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <meta property="og:title" content="three.js webgpu - fog - scattering">
- <meta property="og:type" content="website">
- <meta property="og:url" content="https://threejs.org/examples/webgpu_custom_fog_scattering.html">
- <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_custom_fog_scattering.jpg">
- <link type="text/css" rel="stylesheet" href="example.css">
- </head>
- <body>
- <div id="info" class="invert">
- <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
- <div class="title-wrapper">
- <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Fog - Scattering</span>
- </div>
- <small>
- The demo simulates light scattering due to fog.<br/>
- </small>
- </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/webgpu';
- import { densityFogFactor, mix, pass, reference, uniform, vec2 } from 'three/tsl';
- import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
- import { FirstPersonControls } from 'three/addons/controls/FirstPersonControls.js';
- import { Inspector } from 'three/addons/inspector/Inspector.js';
- import { TreeGenerator } from 'three/addons/generators/TreeGenerator.js';
- let camera, scene, renderer, renderPipeline, controls;
- const timer = new THREE.Timer();
- const params = {
- scatteringEnabled: true
- };
- init();
- async function init() {
- camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 0.1, 120 );
- camera.position.set( 0.4, 1.7, 9 ); // ~human eye height
- scene = new THREE.Scene();
- // fog: a bright, cool haze. the background matches it so the trunks read
- // as dark silhouettes that dissolve into depth — the scattering subject
- scene.fog = new THREE.FogExp2( 0xc6cace, 0.11 );
- scene.background = new THREE.Color( 0xc6cace );
- // everything is a flat black silhouette — the fog and the scattering blur
- // do all the shaping, so no lights are needed ( MeshBasicMaterial is unlit )
- const material = new THREE.MeshBasicMaterial( { color: 0x000000 } );
- // a few seeded variants of a tall scots pine: a clean bole rising into a
- // high, open crown of fine bare branches
- const variants = [];
- const generator = new TreeGenerator( material );
- for ( let v = 0; v < 6; v ++ ) {
- const mesh = generator
- .setSeed( v + 1 )
- .setTrunkLength( 2.6 + v * 0.3 ) // the crowns ride high in the fog
- .setTrunkRadius( 0.06 )
- .setTaper( 0.28 ) // slender, tapers slowly
- .setLevels( 4 )
- .setChildren( [ 7, 5, 4 ] ) // a wide whorl of limbs ramifying into many fine twigs
- .setBranchAngle( [ 55, 50, 46 ] ) // a rounded crown that turns up
- .setAngleVariance( 22 )
- .setLengthRatio( 0.46 ) // short crown limbs ( a modest pine crown )
- .setMinLength( 0.04 )
- .setDroop( 0.05 )
- .setUpPull( 0.42 ) // crown branches reach up toward the light
- .setGnarl( [ 0, 0.14, 0.24, 0.34 ] ) // dead-straight trunk, wispier twigs
- .setSectionLength( 0.34 )
- .setRadialSegments( 7 )
- .setRadiusExponent( 2.5 ) // slender bole, whippy thin twigs
- .setMinRadius( 0.0023 ) // very fine twigs
- .setTrunkClear( 0.72 ) // tall clean bole; the crown sits only at the top
- .build();
- variants.push( mesh.geometry );
- }
- const placements = variants.map( () => [] );
- const dummy = new THREE.Object3D();
- const cols = 13, rows = 12, spacing = 1.9;
- for ( let i = 0; i < cols; i ++ ) {
- for ( let j = 0; j < rows; j ++ ) {
- const v = Math.floor( Math.random() * variants.length );
- const x = ( i - cols / 2 ) * spacing + ( Math.random() - 0.5 ) * spacing * 0.8;
- const z = j * spacing - rows * spacing + 4.2 + ( Math.random() - 0.5 ) * spacing * 0.8;
- dummy.position.set( x, 0, z );
- const scale = 0.85 + Math.random() * 0.4;
- dummy.rotation.set( ( Math.random() - 0.5 ) * 0.05, Math.random() * Math.PI * 2, ( Math.random() - 0.5 ) * 0.05 ); // slight lean
- dummy.scale.set( scale, scale * ( 0.9 + Math.random() * 0.3 ), scale );
- dummy.updateMatrix();
- placements[ v ].push( dummy.matrix.clone() );
- }
- }
- variants.forEach( ( geometry, v ) => {
- const list = placements[ v ];
- const mesh = new THREE.InstancedMesh( geometry, material, list.length );
- for ( let k = 0; k < list.length; k ++ ) mesh.setMatrixAt( k, list[ k ] );
- mesh.instanceMatrix.needsUpdate = true;
- scene.add( mesh );
- } );
- // a couple of dominant trunks close to the camera to anchor the depth
- [ [ - 1.1, 4.9, 1.5, 1.1 ], [ 1.5, 4, 1.2, 0.3 ] ].forEach( ( [ x, z, s, ry ] ) => {
- const hero = new THREE.Mesh( variants[ variants.length - 1 ], material );
- hero.position.set( x, 0, z );
- hero.rotation.y = ry;
- hero.scale.setScalar( s );
- scene.add( hero );
- } );
- // ground
- const ground = new THREE.Mesh( new THREE.PlaneGeometry( 600, 600 ).rotateX( - Math.PI / 2 ), material );
- scene.add( ground );
- // renderer
- renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.inspector = new Inspector();
- document.body.appendChild( renderer.domElement );
- // controls
- controls = new FirstPersonControls( camera, renderer.domElement );
- controls.movementSpeed = 2;
- controls.lookSpeed = 0.1;
- controls.lookAt( - 0.2, 1.7, - 8 );
- renderPipeline = new THREE.RenderPipeline( renderer );
- // uniforms
- const density = reference( 'density', 'float', scene.fog );
- const scattering = uniform( 2 );
- // scene pass
- const scenePass = pass( scene, camera );
- const scenePassColor = scenePass.getTextureNode( 'output' );
- const scenePassViewZ = scenePass.getViewZNode();
- // blur pass (always downsampled to improve performance)
- const sceneColorBlurred = gaussianBlur( scenePassColor, vec2( scattering ), 4, { resolutionScale: 0.5 } );
- // composite
- const fogFactor = densityFogFactor( density ).context( { getViewZ: () => scenePassViewZ } );
- const compositeNode = mix( scenePassColor, sceneColorBlurred, fogFactor );
-
- renderPipeline.outputNode = compositeNode;
- // gui
- const gui = renderer.inspector.createParameters( 'Settings' );
- gui.add( scene.fog, 'density', 0.025, 0.16 ).step( 0.0005 ).name( 'fog density' );
- gui.add( scattering, 'value', 0, 5 ).name( 'scattering factor' );
- gui.add( params, 'scatteringEnabled' ).name( 'enable scattering' ).onChange( ( value ) => {
-
- if ( value === true ) {
- renderPipeline.outputNode = compositeNode;
- } else {
- renderPipeline.outputNode = scenePassColor;
- }
- renderPipeline.needsUpdate = true;
- } );
- window.addEventListener( 'resize', resize );
- }
- function resize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- timer.update();
- controls.update( timer.getDelta() );
- renderPipeline.render();
- }
- </script>
- </body>
- </html>
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