webgpu_postprocessing_ssr.html 7.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <head>
  5. <title>three.js webgpu - postprocessing - Screen Space Reflections (SSR)</title>
  6. <meta charset="utf-8">
  7. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  8. <link type="text/css" rel="stylesheet" href="example.css">
  9. </head>
  10. <body>
  11. <div id="info">
  12. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  13. <div class="title-wrapper">
  14. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>SSR</span>
  15. </div>
  16. <small>
  17. Screen Space Reflections.<br />
  18. <a href="https://skfb.ly/6tqYD" target="_blank" rel="noopener">Steampunk Camera</a> by
  19. <a href="https://sketchfab.com/lumoize" target="_blank" rel="noopener">dylanheyes</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.
  20. </small>
  21. </div>
  22. <script type="importmap">
  23. {
  24. "imports": {
  25. "three": "../build/three.webgpu.js",
  26. "three/webgpu": "../build/three.webgpu.js",
  27. "three/tsl": "../build/three.tsl.js",
  28. "three/addons/": "./jsm/"
  29. }
  30. }
  31. </script>
  32. <script type="module">
  33. import * as THREE from 'three/webgpu';
  34. import { pass, mrt, output, normalView, metalness, roughness, screenUV, color, sample, directionToColor, colorToDirection, vec2, colorSpaceToWorking } from 'three/tsl';
  35. import { ssr } from 'three/addons/tsl/display/SSRNode.js';
  36. import { smaa } from 'three/addons/tsl/display/SMAANode.js';
  37. import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
  38. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  39. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  40. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  41. import { Inspector } from 'three/addons/inspector/Inspector.js';
  42. const params = {
  43. quality: 0.5,
  44. blurQuality: 1,
  45. maxDistance: 1,
  46. opacity: 1,
  47. thickness: 0.03,
  48. roughness: 1,
  49. enabled: true
  50. };
  51. let camera, scene, model, renderer, renderPipeline, ssrPass;
  52. let controls;
  53. init();
  54. async function init() {
  55. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 50 );
  56. camera.position.set( 3, 2, 3 );
  57. scene = new THREE.Scene();
  58. scene.backgroundNode = screenUV.distance( .5 ).remap( 0, 0.5 ).mix( color( 0x888877 ), color( 0x776666 ) );
  59. const dracoLoader = new DRACOLoader();
  60. dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
  61. dracoLoader.setDecoderConfig( { type: 'js' } );
  62. const loader = new GLTFLoader();
  63. loader.setDRACOLoader( dracoLoader );
  64. loader.load( 'models/gltf/steampunk_camera.glb', function ( gltf ) {
  65. model = gltf.scene;
  66. model.traverse( function ( object ) {
  67. if ( object.material ) {
  68. if ( object.material.name === 'Lense_Casing' ) {
  69. object.material.transparent = true;
  70. }
  71. // Avoid overdrawing
  72. object.material.side = THREE.FrontSide;
  73. }
  74. } );
  75. model.position.y = 0.1;
  76. scene.add( model );
  77. } );
  78. // Add a reflective plane under the camera
  79. const floorGeometry = new THREE.CircleGeometry( 2, 64 );
  80. const floorMaterial = new THREE.MeshStandardMaterial( {
  81. color: 0xffffff,
  82. metalness: 1,
  83. roughness: 0.5
  84. } );
  85. const floor = new THREE.Mesh( floorGeometry, floorMaterial );
  86. floor.rotation.x = - Math.PI / 2;
  87. floor.position.y = - 0.8;
  88. scene.add( floor );
  89. //
  90. renderer = new THREE.WebGPURenderer();
  91. // renderer.setPixelRatio( window.devicePixelRatio );
  92. renderer.setSize( window.innerWidth, window.innerHeight );
  93. renderer.setAnimationLoop( animate );
  94. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  95. renderer.inspector = new Inspector();
  96. document.body.appendChild( renderer.domElement );
  97. await renderer.init();
  98. const environment = new RoomEnvironment();
  99. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  100. scene.environment = pmremGenerator.fromScene( environment, 0.04 ).texture;
  101. scene.environmentIntensity = 1.25;
  102. pmremGenerator.dispose();
  103. //
  104. renderPipeline = new THREE.RenderPipeline( renderer );
  105. const scenePass = pass( scene, camera );
  106. scenePass.setMRT( mrt( {
  107. output: output,
  108. normal: directionToColor( normalView ),
  109. metalrough: vec2( metalness, roughness ) // pack metalness and roughness into a single attachment
  110. } ) );
  111. const scenePassColor = scenePass.getTextureNode( 'output' ).toInspector( 'Color' );
  112. const scenePassNormal = scenePass.getTextureNode( 'normal' ).toInspector( 'Normal', ( node ) => {
  113. return colorSpaceToWorking( node, THREE.SRGBColorSpace );
  114. } );
  115. const scenePassDepth = scenePass.getTextureNode( 'depth' ).toInspector( 'Depth', () => {
  116. return scenePass.getLinearDepthNode();
  117. } );
  118. const scenePassMetalRough = scenePass.getTextureNode( 'metalrough' ).toInspector( 'Metalness-Roughness' );
  119. // optional: optimize bandwidth by reducing the texture precision for normals and metal/roughness
  120. const normalTexture = scenePass.getTexture( 'normal' );
  121. normalTexture.type = THREE.UnsignedByteType;
  122. const metalRoughTexture = scenePass.getTexture( 'metalrough' );
  123. metalRoughTexture.type = THREE.UnsignedByteType;
  124. const sceneNormal = sample( ( uv ) => {
  125. return colorToDirection( scenePassNormal.sample( uv ) );
  126. } );
  127. //
  128. ssrPass = ssr( scenePassColor, scenePassDepth, sceneNormal, scenePassMetalRough.r, scenePassMetalRough.g ).toInspector( 'SSR' );
  129. // blend SSR over beauty (SSR outputs premultiplied color, so use additive blending)
  130. const outputNode = smaa( scenePassColor.add( ssrPass.rgb ) );
  131. renderPipeline.outputNode = outputNode;
  132. //
  133. controls = new OrbitControls( camera, renderer.domElement );
  134. controls.enableDamping = true;
  135. controls.update();
  136. window.addEventListener( 'resize', onWindowResize );
  137. // GUI
  138. const gui = renderer.inspector.createParameters( 'Settings' );
  139. const ssrFolder = gui.addFolder( 'SSR' );
  140. ssrFolder.add( params, 'quality', 0, 1 ).onChange( updateParameters );
  141. ssrFolder.add( params, 'blurQuality', 1, 3, 1 ).onChange( updateParameters );
  142. ssrFolder.add( params, 'maxDistance', 0, 1 ).onChange( updateParameters );
  143. ssrFolder.add( params, 'opacity', 0, 1 ).onChange( updateParameters );
  144. ssrFolder.add( params, 'thickness', 0, 0.05 ).onChange( updateParameters );
  145. ssrFolder.add( params, 'enabled' ).onChange( () => {
  146. if ( params.enabled === true ) {
  147. renderPipeline.outputNode = outputNode;
  148. } else {
  149. renderPipeline.outputNode = scenePass;
  150. }
  151. renderPipeline.needsUpdate = true;
  152. } );
  153. const modelFolder = gui.addFolder( 'Model' );
  154. modelFolder.add( params, 'roughness', 0, 1 ).onChange( ( value ) => {
  155. model.traverse( function ( object ) {
  156. if ( object.material ) {
  157. object.material.roughness = value;
  158. }
  159. } );
  160. } );
  161. updateParameters();
  162. }
  163. function updateParameters() {
  164. ssrPass.quality.value = params.quality;
  165. ssrPass.blurQuality.value = params.blurQuality;
  166. ssrPass.maxDistance.value = params.maxDistance;
  167. ssrPass.opacity.value = params.opacity;
  168. ssrPass.thickness.value = params.thickness;
  169. }
  170. function onWindowResize() {
  171. camera.aspect = window.innerWidth / window.innerHeight;
  172. camera.updateProjectionMatrix();
  173. renderer.setSize( window.innerWidth, window.innerHeight );
  174. }
  175. function animate() {
  176. controls.update();
  177. renderPipeline.render();
  178. }
  179. </script>
  180. </body>
  181. </html>
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