webgpu_camera.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - cameras</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. <style>
  9. b {
  10. color: lightgreen;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras<br/>
  16. <b>O</b> orthographic <b>P</b> perspective
  17. </div>
  18. <script type="importmap">
  19. {
  20. "imports": {
  21. "three": "../build/three.webgpu.js",
  22. "three/webgpu": "../build/three.webgpu.js",
  23. "three/tsl": "../build/three.tsl.js",
  24. "three/addons/": "./jsm/"
  25. }
  26. }
  27. </script>
  28. <script type="module">
  29. import * as THREE from 'three/webgpu';
  30. let SCREEN_WIDTH = window.innerWidth;
  31. let SCREEN_HEIGHT = window.innerHeight;
  32. let aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  33. let container;
  34. let camera, scene, renderer, mesh;
  35. let cameraRig, activeCamera, activeHelper;
  36. let cameraPerspective, cameraOrtho;
  37. let cameraPerspectiveHelper, cameraOrthoHelper;
  38. const frustumSize = 600;
  39. init();
  40. function init() {
  41. container = document.createElement( 'div' );
  42. document.body.appendChild( container );
  43. scene = new THREE.Scene();
  44. //
  45. camera = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 1, 10000 );
  46. camera.position.z = 2500;
  47. cameraPerspective = new THREE.PerspectiveCamera( 50, 0.5 * aspect, 150, 1000 );
  48. cameraPerspectiveHelper = new THREE.CameraHelper( cameraPerspective );
  49. scene.add( cameraPerspectiveHelper );
  50. //
  51. cameraOrtho = new THREE.OrthographicCamera( 0.5 * frustumSize * aspect / - 2, 0.5 * frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 150, 1000 );
  52. cameraOrthoHelper = new THREE.CameraHelper( cameraOrtho );
  53. scene.add( cameraOrthoHelper );
  54. //
  55. activeCamera = cameraPerspective;
  56. activeHelper = cameraPerspectiveHelper;
  57. // counteract different front orientation of cameras vs rig
  58. cameraOrtho.rotation.y = Math.PI;
  59. cameraPerspective.rotation.y = Math.PI;
  60. cameraRig = new THREE.Group();
  61. cameraRig.add( cameraPerspective );
  62. cameraRig.add( cameraOrtho );
  63. scene.add( cameraRig );
  64. //
  65. mesh = new THREE.Mesh(
  66. new THREE.SphereGeometry( 100, 16, 8 ),
  67. new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } )
  68. );
  69. scene.add( mesh );
  70. const mesh2 = new THREE.Mesh(
  71. new THREE.SphereGeometry( 50, 16, 8 ),
  72. new THREE.MeshBasicMaterial( { color: 0x00ff00, wireframe: true } )
  73. );
  74. mesh2.position.y = 150;
  75. mesh.add( mesh2 );
  76. const mesh3 = new THREE.Mesh(
  77. new THREE.SphereGeometry( 5, 16, 8 ),
  78. new THREE.MeshBasicMaterial( { color: 0x0000ff, wireframe: true } )
  79. );
  80. mesh3.position.z = 150;
  81. cameraRig.add( mesh3 );
  82. //
  83. const geometry = new THREE.BufferGeometry();
  84. const vertices = [];
  85. for ( let i = 0; i < 10000; i ++ ) {
  86. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // x
  87. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // y
  88. vertices.push( THREE.MathUtils.randFloatSpread( 2000 ) ); // z
  89. }
  90. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  91. const particles = new THREE.Points( geometry, new THREE.PointsMaterial( { color: 0xffffff } ) );
  92. scene.add( particles );
  93. //
  94. renderer = new THREE.WebGPURenderer( { antialias: true } );
  95. renderer.setPixelRatio( window.devicePixelRatio );
  96. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  97. renderer.setAnimationLoop( animate );
  98. container.appendChild( renderer.domElement );
  99. renderer.setScissorTest( true );
  100. renderer.setClearColor( 0x000000, 1 );
  101. //
  102. window.addEventListener( 'resize', onWindowResize );
  103. document.addEventListener( 'keydown', onKeyDown );
  104. }
  105. //
  106. function onKeyDown( event ) {
  107. switch ( event.keyCode ) {
  108. case 79: /*O*/
  109. activeCamera = cameraOrtho;
  110. activeHelper = cameraOrthoHelper;
  111. break;
  112. case 80: /*P*/
  113. activeCamera = cameraPerspective;
  114. activeHelper = cameraPerspectiveHelper;
  115. break;
  116. }
  117. }
  118. //
  119. function onWindowResize() {
  120. SCREEN_WIDTH = window.innerWidth;
  121. SCREEN_HEIGHT = window.innerHeight;
  122. aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
  123. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  124. camera.aspect = 0.5 * aspect;
  125. camera.updateProjectionMatrix();
  126. cameraPerspective.aspect = 0.5 * aspect;
  127. cameraPerspective.updateProjectionMatrix();
  128. cameraOrtho.left = - 0.5 * frustumSize * aspect / 2;
  129. cameraOrtho.right = 0.5 * frustumSize * aspect / 2;
  130. cameraOrtho.top = frustumSize / 2;
  131. cameraOrtho.bottom = - frustumSize / 2;
  132. cameraOrtho.updateProjectionMatrix();
  133. }
  134. //
  135. function animate() {
  136. render();
  137. }
  138. function render() {
  139. const r = Date.now() * 0.0005;
  140. mesh.position.x = 700 * Math.cos( r );
  141. mesh.position.z = 700 * Math.sin( r );
  142. mesh.position.y = 700 * Math.sin( r );
  143. mesh.children[ 0 ].position.x = 70 * Math.cos( 2 * r );
  144. mesh.children[ 0 ].position.z = 70 * Math.sin( r );
  145. if ( activeCamera === cameraPerspective ) {
  146. cameraPerspective.fov = 35 + 30 * Math.sin( 0.5 * r );
  147. cameraPerspective.far = mesh.position.length();
  148. cameraPerspective.updateProjectionMatrix();
  149. cameraPerspectiveHelper.update();
  150. cameraPerspectiveHelper.visible = true;
  151. cameraOrthoHelper.visible = false;
  152. } else {
  153. cameraOrtho.far = mesh.position.length();
  154. cameraOrtho.updateProjectionMatrix();
  155. cameraOrthoHelper.update();
  156. cameraOrthoHelper.visible = true;
  157. cameraPerspectiveHelper.visible = false;
  158. }
  159. cameraRig.lookAt( mesh.position );
  160. //
  161. activeHelper.visible = false;
  162. renderer.setClearColor( 0x000000, 1 );
  163. renderer.setScissor( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  164. renderer.setViewport( 0, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  165. renderer.render( scene, activeCamera );
  166. //
  167. activeHelper.visible = true;
  168. renderer.setClearColor( 0x111111, 1 );
  169. renderer.setScissor( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  170. renderer.setViewport( SCREEN_WIDTH / 2, 0, SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  171. renderer.render( scene, camera );
  172. }
  173. </script>
  174. </body>
  175. </html>
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