webgpu_mrt_mask.html 4.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - mrt mask</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="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - mrt mask
  12. <br>The mask is applied followed by a gaussian blur only on some selected materials.
  13. </div>
  14. <script type="importmap">
  15. {
  16. "imports": {
  17. "three": "../build/three.webgpu.js",
  18. "three/webgpu": "../build/three.webgpu.js",
  19. "three/tsl": "../build/three.tsl.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three/webgpu';
  26. import { color, screenUV, mrt, output, pass, vec4 } from 'three/tsl';
  27. import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
  28. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  29. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  30. let camera, scene, renderer;
  31. let postProcessing;
  32. let spheres, rotate = true;
  33. let mixer, clock;
  34. init();
  35. function init() {
  36. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
  37. camera.position.set( 1, 2, 3 );
  38. scene = new THREE.Scene();
  39. scene.backgroundNode = screenUV.y.mix( color( 0x66bbff ), color( 0x4466ff ) ).mul( .05 );
  40. camera.lookAt( 0, 1, 0 );
  41. clock = new THREE.Clock();
  42. // lights
  43. const light = new THREE.SpotLight( 0xffffff, 1 );
  44. light.power = 2000;
  45. camera.add( light );
  46. scene.add( camera );
  47. const loader = new GLTFLoader();
  48. loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
  49. const object = gltf.scene;
  50. mixer = new THREE.AnimationMixer( object );
  51. const material = object.children[ 0 ].children[ 0 ].material;
  52. // add glow effect
  53. material.mrtNode = mrt( { mask: output.add( 1 ) } );
  54. const action = mixer.clipAction( gltf.animations[ 0 ] );
  55. action.play();
  56. scene.add( object );
  57. } );
  58. // spheres
  59. const geometry = new THREE.SphereGeometry( .3, 32, 16 );
  60. spheres = new THREE.Group();
  61. scene.add( spheres );
  62. function addSphere( color, mrtNode = null ) {
  63. const distance = 1;
  64. const id = spheres.children.length;
  65. const rotation = THREE.MathUtils.degToRad( id * 90 );
  66. const material = new THREE.MeshStandardNodeMaterial( { color } );
  67. material.mrtNode = mrtNode;
  68. const mesh = new THREE.Mesh( geometry, material );
  69. mesh.position.set(
  70. Math.cos( rotation ) * distance,
  71. 1,
  72. Math.sin( rotation ) * distance
  73. );
  74. spheres.add( mesh );
  75. }
  76. addSphere( 0x0000ff, mrt( { mask: output } ) );
  77. addSphere( 0x00ff00 );
  78. addSphere( 0xff0000 );
  79. addSphere( 0x00ffff );
  80. // renderer
  81. renderer = new THREE.WebGPURenderer( { antialias: true } );
  82. renderer.setPixelRatio( window.devicePixelRatio );
  83. renderer.setSize( window.innerWidth, window.innerHeight );
  84. renderer.setAnimationLoop( animate );
  85. renderer.toneMapping = THREE.NeutralToneMapping;
  86. renderer.toneMappingExposure = 0.4;
  87. document.body.appendChild( renderer.domElement );
  88. // post processing
  89. const scenePass = pass( scene, camera );
  90. scenePass.setMRT( mrt( {
  91. output: output.renderOutput(),
  92. mask: vec4( 0 ) // empty as default, custom materials can set this
  93. } ) );
  94. const colorPass = scenePass.getTextureNode();
  95. const maskPass = scenePass.getTextureNode( 'mask' );
  96. postProcessing = new THREE.PostProcessing( renderer );
  97. postProcessing.outputColorTransform = false;
  98. postProcessing.outputNode = colorPass.add( gaussianBlur( maskPass, 1, 20 ).mul( .3 ) ).renderOutput();
  99. // controls
  100. const controls = new OrbitControls( camera, renderer.domElement );
  101. controls.target.set( 0, 1, 0 );
  102. controls.addEventListener( 'start', () => rotate = false );
  103. controls.addEventListener( 'end', () => rotate = true );
  104. controls.update();
  105. window.addEventListener( 'resize', onWindowResize );
  106. }
  107. function onWindowResize() {
  108. camera.aspect = window.innerWidth / window.innerHeight;
  109. camera.updateProjectionMatrix();
  110. renderer.setSize( window.innerWidth, window.innerHeight );
  111. }
  112. function animate() {
  113. const delta = clock.getDelta();
  114. if ( mixer ) mixer.update( delta );
  115. if ( rotate ) spheres.rotation.y += delta * 0.5;
  116. postProcessing.render();
  117. }
  118. </script>
  119. </body>
  120. </html>
粤ICP备19079148号