webgpu_tsl_procedural_terrain.html 11 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - procedural terrain</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>Procedural Terrain</span>
  14. </div>
  15. <small>
  16. Based on <a href="https://threejs-journey.com/lessons/procedural-terrain-shader" target="_blank" rel="noopener">Three.js Journey</a> lessons.
  17. </small>
  18. </div>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.webgpu.js",
  23. "three/webgpu": "../build/three.webgpu.js",
  24. "three/tsl": "../build/three.tsl.js",
  25. "three/addons/": "./jsm/"
  26. }
  27. }
  28. </script>
  29. <script type="module">
  30. import * as THREE from 'three/webgpu';
  31. import { mx_noise_float, color, cross, dot, float, transformNormalToView, positionLocal, sign, step, Fn, uniform, varying, vec2, vec3, Loop } from 'three/tsl';
  32. import { Inspector } from 'three/addons/inspector/Inspector.js';
  33. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  34. import { HDRLoader } from 'three/addons/loaders/HDRLoader.js';
  35. let camera, scene, renderer, controls, drag;
  36. init();
  37. function init() {
  38. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 100 );
  39. camera.position.set( - 10, 8, - 2.2 );
  40. scene = new THREE.Scene();
  41. scene.background = new THREE.Color( 0x201919 );
  42. // environment
  43. const hdrLoader = new HDRLoader();
  44. hdrLoader.load( './textures/equirectangular/pedestrian_overpass_1k.hdr', ( environmentMap ) => {
  45. environmentMap.mapping = THREE.EquirectangularReflectionMapping;
  46. scene.background = environmentMap;
  47. scene.backgroundBlurriness = 0.5;
  48. scene.environment = environmentMap;
  49. } );
  50. // lights
  51. const directionalLight = new THREE.DirectionalLight( '#ffffff', 2 );
  52. directionalLight.position.set( 6.25, 3, 4 );
  53. directionalLight.castShadow = true;
  54. directionalLight.shadow.mapSize.set( 1024, 1024 );
  55. directionalLight.shadow.camera.near = 0.1;
  56. directionalLight.shadow.camera.far = 30;
  57. directionalLight.shadow.camera.top = 8;
  58. directionalLight.shadow.camera.right = 8;
  59. directionalLight.shadow.camera.bottom = - 8;
  60. directionalLight.shadow.camera.left = - 8;
  61. directionalLight.shadow.normalBias = 0.05;
  62. scene.add( directionalLight );
  63. // terrain
  64. const material = new THREE.MeshStandardNodeMaterial( {
  65. metalness: 0,
  66. roughness: 0.5,
  67. color: '#85d534'
  68. } );
  69. const noiseIterations = uniform( 3 );
  70. const positionFrequency = uniform( 0.175 );
  71. const warpFrequency = uniform( 6 );
  72. const warpStrength = uniform( 1 );
  73. const strength = uniform( 10 );
  74. const offset = uniform( vec2( 0, 0 ) );
  75. const normalLookUpShift = uniform( 0.01 );
  76. const colorSand = uniform( color( '#ffe894' ) );
  77. const colorGrass = uniform( color( '#85d534' ) );
  78. const colorSnow = uniform( color( '#ffffff' ) );
  79. const colorRock = uniform( color( '#bfbd8d' ) );
  80. const vNormal = varying( vec3() );
  81. const vPosition = varying( vec3() );
  82. const terrainElevation = Fn( ( [ position ] ) => {
  83. const warpedPosition = position.add( offset ).toVar();
  84. warpedPosition.addAssign( mx_noise_float( warpedPosition.mul( positionFrequency ).mul( warpFrequency ), 1, 0 ).mul( warpStrength ) );
  85. const elevation = float( 0 ).toVar();
  86. Loop( { type: 'float', start: float( 1 ), end: noiseIterations.toFloat(), condition: '<=' }, ( { i } ) => {
  87. const noiseInput = warpedPosition.mul( positionFrequency ).mul( i.mul( 2 ) ).add( i.mul( 987 ) );
  88. const noise = mx_noise_float( noiseInput, 1, 0 ).div( i.add( 1 ).mul( 2 ) );
  89. elevation.addAssign( noise );
  90. } );
  91. const elevationSign = sign( elevation );
  92. elevation.assign( elevation.abs().pow( 2 ).mul( elevationSign ).mul( strength ) );
  93. return elevation;
  94. } );
  95. material.positionNode = Fn( () => {
  96. // neighbours positions
  97. const neighbourA = positionLocal.xyz.add( vec3( normalLookUpShift, 0.0, 0.0 ) ).toVar();
  98. const neighbourB = positionLocal.xyz.add( vec3( 0.0, 0.0, normalLookUpShift.negate() ) ).toVar();
  99. // elevations
  100. const position = positionLocal.xyz.toVar();
  101. const elevation = terrainElevation( positionLocal.xz );
  102. position.y.addAssign( elevation );
  103. neighbourA.y.addAssign( terrainElevation( neighbourA.xz ) );
  104. neighbourB.y.addAssign( terrainElevation( neighbourB.xz ) );
  105. // compute normal
  106. const toA = neighbourA.sub( position ).normalize();
  107. const toB = neighbourB.sub( position ).normalize();
  108. vNormal.assign( cross( toA, toB ) );
  109. // varyings
  110. vPosition.assign( position.add( vec3( offset.x, 0, offset.y ) ) );
  111. return position;
  112. } )();
  113. material.normalNode = transformNormalToView( vNormal );
  114. material.colorNode = Fn( () => {
  115. const finalColor = colorSand.toVar();
  116. // grass
  117. const grassMix = step( - 0.06, vPosition.y );
  118. finalColor.assign( grassMix.mix( finalColor, colorGrass ) );
  119. // rock
  120. const rockMix = step( 0.5, dot( vNormal, vec3( 0, 1, 0 ) ) ).oneMinus().mul( step( - 0.06, vPosition.y ) );
  121. finalColor.assign( rockMix.mix( finalColor, colorRock ) );
  122. // snow
  123. const snowThreshold = mx_noise_float( vPosition.xz.mul( 25 ), 1, 0 ).mul( 0.1 ).add( 0.45 );
  124. const snowMix = step( snowThreshold, vPosition.y );
  125. finalColor.assign( snowMix.mix( finalColor, colorSnow ) );
  126. return finalColor;
  127. } )();
  128. const geometry = new THREE.PlaneGeometry( 10, 10, 500, 500 );
  129. geometry.deleteAttribute( 'uv' );
  130. geometry.deleteAttribute( 'normal' );
  131. geometry.rotateX( - Math.PI * 0.5 );
  132. const terrain = new THREE.Mesh( geometry, material );
  133. terrain.receiveShadow = true;
  134. terrain.castShadow = true;
  135. scene.add( terrain );
  136. // water
  137. const water = new THREE.Mesh(
  138. new THREE.PlaneGeometry( 10, 10, 1, 1 ),
  139. new THREE.MeshPhysicalMaterial( {
  140. transmission: 1,
  141. roughness: 0.5,
  142. ior: 1.333,
  143. color: '#4db2ff'
  144. } )
  145. );
  146. water.rotation.x = - Math.PI * 0.5;
  147. water.position.y = - 0.1;
  148. scene.add( water );
  149. // drag
  150. drag = {};
  151. drag.screenCoords = new THREE.Vector2();
  152. drag.prevWorldCoords = new THREE.Vector3();
  153. drag.worldCoords = new THREE.Vector3();
  154. drag.raycaster = new THREE.Raycaster();
  155. drag.down = false;
  156. drag.hover = false;
  157. drag.object = new THREE.Mesh( new THREE.PlaneGeometry( 10, 10, 1, 1 ), new THREE.MeshBasicMaterial() );
  158. drag.object.rotation.x = - Math.PI * 0.5;
  159. drag.object.visible = false;
  160. scene.add( drag.object );
  161. drag.getIntersect = () => {
  162. drag.raycaster.setFromCamera( drag.screenCoords, camera );
  163. const intersects = drag.raycaster.intersectObject( drag.object );
  164. if ( intersects.length )
  165. return intersects[ 0 ];
  166. return null;
  167. };
  168. drag.update = () => {
  169. const intersect = drag.getIntersect();
  170. if ( intersect ) {
  171. drag.hover = true;
  172. if ( ! drag.down )
  173. renderer.domElement.style.cursor = 'grab';
  174. } else {
  175. drag.hover = false;
  176. renderer.domElement.style.cursor = 'default';
  177. }
  178. if ( drag.hover && drag.down ) {
  179. drag.worldCoords.copy( intersect.point );
  180. const delta = drag.prevWorldCoords.sub( drag.worldCoords );
  181. offset.value.x += delta.x;
  182. offset.value.y += delta.z;
  183. }
  184. drag.prevWorldCoords.copy( drag.worldCoords );
  185. };
  186. // renderer
  187. renderer = new THREE.WebGPURenderer( { antialias: true } );
  188. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  189. renderer.shadowMap.enabled = true;
  190. renderer.setPixelRatio( window.devicePixelRatio );
  191. renderer.setSize( window.innerWidth, window.innerHeight );
  192. renderer.setAnimationLoop( animate );
  193. document.body.appendChild( renderer.domElement );
  194. // inspector
  195. renderer.inspector = new Inspector();
  196. document.body.appendChild( renderer.inspector.domElement );
  197. // controls
  198. controls = new OrbitControls( camera, renderer.domElement );
  199. controls.maxPolarAngle = Math.PI * 0.45;
  200. controls.target.y = - 0.5;
  201. controls.enableDamping = true;
  202. controls.minDistance = 0.1;
  203. controls.maxDistance = 50;
  204. // debug
  205. const gui = renderer.inspector.createParameters( 'Parameters' );
  206. const terrainGui = gui.addFolder( '🏔️ terrain' );
  207. terrainGui.add( noiseIterations, 'value', 0, 10, 1 ).name( 'noiseIterations' );
  208. terrainGui.add( positionFrequency, 'value', 0, 1, 0.001 ).name( 'positionFrequency' );
  209. terrainGui.add( strength, 'value', 0, 20, 0.001 ).name( 'strength' );
  210. terrainGui.add( warpFrequency, 'value', 0, 20, 0.001 ).name( 'warpFrequency' );
  211. terrainGui.add( warpStrength, 'value', 0, 2, 0.001 ).name( 'warpStrength' );
  212. terrainGui.addColor( { color: colorSand.value }, 'color' ).name( 'colorSand' );
  213. terrainGui.addColor( { color: colorGrass.value }, 'color' ).name( 'colorGrass' );
  214. terrainGui.addColor( { color: colorSnow.value }, 'color' ).name( 'colorSnow' );
  215. terrainGui.addColor( { color: colorRock.value }, 'color' ).name( 'colorRock' );
  216. const waterGui = gui.addFolder( '💧 water' );
  217. waterGui.add( water.material, 'roughness', 0, 1, 0.01 );
  218. waterGui.add( water.material, 'ior', 1, 2, 0.001 );
  219. waterGui.addColor( { color: water.material.color }, 'color' ).name( 'color' );
  220. // events
  221. window.addEventListener( 'pointermove', ( event ) => {
  222. drag.screenCoords.x = ( event.clientX / window.innerWidth - 0.5 ) * 2;
  223. drag.screenCoords.y = - ( event.clientY / window.innerHeight - 0.5 ) * 2;
  224. } );
  225. renderer.domElement.addEventListener( 'pointerdown', () => {
  226. if ( drag.hover ) {
  227. renderer.domElement.style.cursor = 'grabbing';
  228. controls.enabled = false;
  229. drag.down = true;
  230. drag.object.scale.setScalar( 10 );
  231. const intersect = drag.getIntersect();
  232. drag.prevWorldCoords.copy( intersect.point );
  233. drag.worldCoords.copy( intersect.point );
  234. }
  235. } );
  236. window.addEventListener( 'pointerup', () => {
  237. drag.down = false;
  238. controls.enabled = true;
  239. drag.object.scale.setScalar( 1 );
  240. } );
  241. window.addEventListener( 'resize', onWindowResize );
  242. }
  243. function onWindowResize() {
  244. camera.aspect = window.innerWidth / window.innerHeight;
  245. camera.updateProjectionMatrix();
  246. renderer.setSize( window.innerWidth, window.innerHeight );
  247. }
  248. async function animate() {
  249. controls.update();
  250. drag.update();
  251. renderer.render( scene, camera );
  252. }
  253. </script>
  254. </body>
  255. </html>
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