webgpu_materials_basic.html 4.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - material - basic</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. <script type="importmap">
  11. {
  12. "imports": {
  13. "three": "../build/three.webgpu.js",
  14. "three/webgpu": "../build/three.webgpu.js",
  15. "three/tsl": "../build/three.tsl.js",
  16. "three/addons/": "./jsm/"
  17. }
  18. }
  19. </script>
  20. <script type="module">
  21. import * as THREE from 'three/webgpu';
  22. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  23. let camera, scene, renderer;
  24. const spheres = [];
  25. let mouseX = 0;
  26. let mouseY = 0;
  27. let windowHalfX = window.innerWidth / 2;
  28. let windowHalfY = window.innerHeight / 2;
  29. const params = {
  30. color: '#ffffff',
  31. mapping: THREE.CubeReflectionMapping,
  32. refractionRatio: 0.98,
  33. transparent: false,
  34. opacity: 1
  35. };
  36. const mappings = { ReflectionMapping: THREE.CubeReflectionMapping, RefractionMapping: THREE.CubeRefractionMapping };
  37. document.addEventListener( 'mousemove', onDocumentMouseMove );
  38. init();
  39. function init() {
  40. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.01, 100 );
  41. camera.position.z = 3;
  42. const path = './textures/cube/pisa/';
  43. const format = '.png';
  44. const urls = [
  45. path + 'px' + format, path + 'nx' + format,
  46. path + 'py' + format, path + 'ny' + format,
  47. path + 'pz' + format, path + 'nz' + format
  48. ];
  49. const textureCube = new THREE.CubeTextureLoader().load( urls );
  50. scene = new THREE.Scene();
  51. scene.background = textureCube;
  52. const geometry = new THREE.SphereGeometry( 0.1, 32, 16 );
  53. const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  54. for ( let i = 0; i < 500; i ++ ) {
  55. const mesh = new THREE.Mesh( geometry, material );
  56. mesh.position.x = Math.random() * 10 - 5;
  57. mesh.position.y = Math.random() * 10 - 5;
  58. mesh.position.z = Math.random() * 10 - 5;
  59. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 3 + 1;
  60. scene.add( mesh );
  61. spheres.push( mesh );
  62. }
  63. //
  64. renderer = new THREE.WebGPURenderer();
  65. renderer.setPixelRatio( window.devicePixelRatio );
  66. renderer.setSize( window.innerWidth, window.innerHeight );
  67. renderer.setAnimationLoop( animate );
  68. document.body.appendChild( renderer.domElement );
  69. //
  70. const gui = new GUI( { width: 300 } );
  71. gui.addColor( params, 'color' ).onChange( ( value ) => material.color.set( value ) );
  72. gui.add( params, 'mapping', mappings ).onChange( ( value ) => {
  73. textureCube.mapping = value;
  74. material.needsUpdate = true;
  75. } );
  76. gui.add( params, 'refractionRatio' ).min( 0.0 ).max( 1.0 ).step( 0.01 ).onChange( ( value ) => material.refractionRatio = value );
  77. gui.add( params, 'transparent' ).onChange( ( value ) => {
  78. material.transparent = value;
  79. material.needsUpdate = true;
  80. } );
  81. gui.add( params, 'opacity' ).min( 0.0 ).max( 1.0 ).step( 0.01 ).onChange( ( value ) => material.opacity = value );
  82. gui.open();
  83. //
  84. window.addEventListener( 'resize', onWindowResize );
  85. }
  86. function onWindowResize() {
  87. windowHalfX = window.innerWidth / 2;
  88. windowHalfY = window.innerHeight / 2;
  89. camera.aspect = window.innerWidth / window.innerHeight;
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. }
  93. function onDocumentMouseMove( event ) {
  94. mouseX = ( event.clientX - windowHalfX ) / 100;
  95. mouseY = ( event.clientY - windowHalfY ) / 100;
  96. }
  97. //
  98. function animate() {
  99. const timer = 0.0001 * Date.now();
  100. camera.position.x += ( mouseX - camera.position.x ) * .05;
  101. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  102. camera.lookAt( scene.position );
  103. for ( let i = 0, il = spheres.length; i < il; i ++ ) {
  104. const sphere = spheres[ i ];
  105. sphere.position.x = 5 * Math.cos( timer + i );
  106. sphere.position.y = 5 * Math.sin( timer + i * 1.1 );
  107. }
  108. renderer.render( scene, camera );
  109. }
  110. </script>
  111. </body>
  112. </html>
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