webgpu_cubemap_adjustments.html 6.5 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>.<br/>
  18. HDR by <a href="https://polyhaven.com/" target="_blank" rel="noopener">Poly Haven</a> and <a href="https://hdri-skies.com/free-hdris/" target="_blank" rel="noopener">HDRI Skies</a>.
  19. </small>
  20. </div>
  21. <script type="importmap">
  22. {
  23. "imports": {
  24. "three": "../build/three.webgpu.js",
  25. "three/webgpu": "../build/three.webgpu.js",
  26. "three/tsl": "../build/three.tsl.js",
  27. "three/addons/": "./jsm/"
  28. }
  29. }
  30. </script>
  31. <script type="module">
  32. import * as THREE from 'three/webgpu';
  33. import { uniform, mix, pmremTexture, reference, positionLocal, hue, saturation, positionWorld, normalWorld, positionWorldDirection, reflectVector } from 'three/tsl';
  34. import { HDRLoader } from 'three/addons/loaders/HDRLoader.js';
  35. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  36. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  37. import { Inspector } from 'three/addons/inspector/Inspector.js';
  38. let camera, scene, renderer;
  39. init();
  40. async function init() {
  41. const container = document.createElement( 'div' );
  42. document.body.appendChild( container );
  43. const initialDistance = 2;
  44. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  45. camera.position.set( - 1.8 * initialDistance, 0.6 * initialDistance, 2.7 * initialDistance );
  46. scene = new THREE.Scene();
  47. // HDR textures
  48. const hdr1Texture = await new HDRLoader()
  49. .loadAsync( './textures/equirectangular/pedestrian_overpass_1k.hdr' );
  50. hdr1Texture.mapping = THREE.EquirectangularReflectionMapping;
  51. hdr1Texture.generateMipmaps = true;
  52. hdr1Texture.minFilter = THREE.LinearMipmapLinearFilter;
  53. const hdr2Texture = await new HDRLoader()
  54. .loadAsync( './textures/equirectangular/752-hdri-skies-com_1k.hdr' );
  55. hdr2Texture.mapping = THREE.EquirectangularReflectionMapping;
  56. hdr2Texture.generateMipmaps = true;
  57. hdr2Texture.minFilter = THREE.LinearMipmapLinearFilter;
  58. // nodes and environment
  59. const adjustments = {
  60. mix: 0,
  61. procedural: 0,
  62. intensity: 1,
  63. hue: 0,
  64. saturation: 1
  65. };
  66. const mixNode = reference( 'mix', 'float', adjustments );
  67. const proceduralNode = reference( 'procedural', 'float', adjustments );
  68. const intensityNode = reference( 'intensity', 'float', adjustments );
  69. const hueNode = reference( 'hue', 'float', adjustments );
  70. const saturationNode = reference( 'saturation', 'float', adjustments );
  71. const rotateY1Matrix = new THREE.Matrix4();
  72. const rotateY2Matrix = new THREE.Matrix4();
  73. const getEnvironmentNode = ( reflectNode, positionNode ) => {
  74. const custom1UV = reflectNode.xyz.mul( uniform( rotateY1Matrix ) );
  75. const custom2UV = reflectNode.xyz.mul( uniform( rotateY2Matrix ) );
  76. const mixCubeMaps = mix( pmremTexture( hdr1Texture, custom1UV ), pmremTexture( hdr2Texture, custom2UV ), positionNode.y.add( mixNode ).clamp() );
  77. const proceduralEnv = mix( mixCubeMaps, normalWorld, proceduralNode );
  78. const intensityFilter = proceduralEnv.mul( intensityNode );
  79. const hueFilter = hue( intensityFilter, hueNode );
  80. return saturation( hueFilter, saturationNode );
  81. };
  82. const blurNode = uniform( 0 );
  83. scene.environmentNode = getEnvironmentNode( reflectVector, positionWorld );
  84. scene.backgroundNode = getEnvironmentNode( positionWorldDirection, positionLocal ).context( {
  85. getTextureLevel: () => blurNode
  86. } );
  87. // scene objects
  88. const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
  89. const gltf = await loader.loadAsync( 'DamagedHelmet.gltf' );
  90. scene.add( gltf.scene );
  91. const sphereGeometry = new THREE.SphereGeometry( .5, 64, 32 );
  92. const sphereRightView = new THREE.Mesh( sphereGeometry, new THREE.MeshStandardMaterial( { roughness: 0, metalness: 1 } ) );
  93. sphereRightView.position.x += 2;
  94. const sphereLeftView = new THREE.Mesh( sphereGeometry, new THREE.MeshStandardMaterial( { roughness: 1, metalness: 1 } ) );
  95. sphereLeftView.position.x -= 2;
  96. scene.add( sphereLeftView );
  97. scene.add( sphereRightView );
  98. // renderer and controls
  99. renderer = new THREE.WebGPURenderer( { antialias: true } );
  100. renderer.setPixelRatio( window.devicePixelRatio );
  101. renderer.setSize( window.innerWidth, window.innerHeight );
  102. renderer.toneMapping = THREE.LinearToneMapping;
  103. renderer.inspector = new Inspector();
  104. renderer.setAnimationLoop( render );
  105. container.appendChild( renderer.domElement );
  106. const controls = new OrbitControls( camera, renderer.domElement );
  107. controls.minDistance = 2;
  108. controls.maxDistance = 10;
  109. window.addEventListener( 'resize', onWindowResize );
  110. // gui
  111. const gui = renderer.inspector.createParameters( 'Settings' );
  112. gui.add( adjustments, 'mix', - 1, 2, 0.01 );
  113. gui.add( { blurBackground: blurNode.value }, 'blurBackground', 0, 1, 0.01 ).onChange( value => {
  114. blurNode.value = value;
  115. } );
  116. gui.add( { offsetHDR1: 0 }, 'offsetHDR1', 0, Math.PI * 2, 0.01 ).onChange( value => {
  117. rotateY1Matrix.makeRotationY( value );
  118. } );
  119. gui.add( { offsetHDR2: 0 }, 'offsetHDR2', 0, Math.PI * 2, 0.01 ).onChange( value => {
  120. rotateY2Matrix.makeRotationY( value );
  121. } );
  122. gui.add( adjustments, 'procedural', 0, 1, 0.01 );
  123. gui.add( adjustments, 'intensity', 0, 5, 0.01 );
  124. gui.add( adjustments, 'hue', 0, Math.PI * 2, 0.01 );
  125. gui.add( adjustments, 'saturation', 0, 2, 0.01 );
  126. }
  127. function onWindowResize() {
  128. camera.aspect = window.innerWidth / window.innerHeight;
  129. camera.updateProjectionMatrix();
  130. renderer.setSize( window.innerWidth, window.innerHeight );
  131. }
  132. //
  133. function render() {
  134. renderer.render( scene, camera );
  135. }
  136. </script>
  137. </body>
  138. </html>
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