webgpu_particles_soft.html 6.0 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js webgpu - particles - soft</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <meta property="og:title" content="three.js webgpu - particles - soft">
  7. <meta property="og:type" content="website">
  8. <meta property="og:url" content="https://threejs.org/examples/webgpu_particles_soft.html">
  9. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_particles_soft.jpg">
  10. <link type="text/css" rel="stylesheet" href="example.css">
  11. </head>
  12. <body>
  13. <div id="info">
  14. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  15. <div class="title-wrapper">
  16. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>WebGPU Soft Particles</span>
  17. </div>
  18. <small>Soft particles fade smoke sprites out where they intersect solid geometry.</small>
  19. </div>
  20. <script type="importmap">
  21. {
  22. "imports": {
  23. "three": "../build/three.webgpu.js",
  24. "three/webgpu": "../build/three.webgpu.js",
  25. "three/tsl": "../build/three.tsl.js",
  26. "three/addons/": "./jsm/"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three/webgpu';
  32. import { float, range, texture, mix, uv, color, rotateUV, positionLocal, time, uniform } from 'three/tsl';
  33. import { softParticles } from 'three/addons/tsl/utils/SoftParticles.js';
  34. import { PLYLoader } from 'three/addons/loaders/PLYLoader.js';
  35. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  36. import { Inspector } from 'three/addons/inspector/Inspector.js';
  37. let camera, scene, renderer;
  38. let controls;
  39. init();
  40. function init() {
  41. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
  42. camera.position.set( 6, 8, 8 );
  43. scene = new THREE.Scene();
  44. scene.background = new THREE.Color( 0x000000 );
  45. scene.fog = new THREE.FogExp2( 0x000000, 0.025 );
  46. // lights
  47. scene.add( new THREE.AmbientLight( 0xffffff, 0.25 ) );
  48. const spotLight = new THREE.SpotLight( 0xffffff, 800 );
  49. spotLight.position.set( 10, 15, 8 );
  50. spotLight.target.position.set( 0, 4, 0 );
  51. spotLight.angle = 0.5;
  52. spotLight.penumbra = 0.7;
  53. spotLight.distance = 0;
  54. scene.add( spotLight );
  55. //
  56. const loader = new PLYLoader();
  57. loader.load( './models/ply/binary/Lucy100k.ply', function ( geometry ) {
  58. geometry.computeVertexNormals();
  59. const material = new THREE.MeshStandardMaterial( );
  60. const mesh = new THREE.Mesh( geometry, material );
  61. mesh.position.y = 4;
  62. mesh.rotation.y = Math.PI;
  63. mesh.scale.multiplyScalar( 0.005 );
  64. scene.add( mesh );
  65. } );
  66. const groundMaterial = new THREE.MeshStandardNodeMaterial( { color: 0x444444, roughness: 1 } );
  67. const ground = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), groundMaterial );
  68. ground.rotation.x = - Math.PI / 2;
  69. scene.add( ground );
  70. // smoke texture
  71. const textureLoader = new THREE.TextureLoader();
  72. const map = textureLoader.load( 'textures/opengameart/smoke1.png' );
  73. map.colorSpace = THREE.SRGBColorSpace;
  74. // simple smoke particle system
  75. const lifeRange = range( 0.1, 1 );
  76. const offsetRange = range( new THREE.Vector3( - 2, 0, - 2 ), new THREE.Vector3( 2, 7, 2 ) );
  77. const speed = float( 0.2 );
  78. const scaledTime = time.add( 20 ).mul( speed );
  79. const lifeTime = scaledTime.mul( lifeRange ).mod( 1 );
  80. const scaleRange = range( 6, 8 );
  81. const rotateRange = range( 0.1, 2 );
  82. const life = lifeTime.div( lifeRange );
  83. const textureNode = texture( map, rotateUV( uv(), scaledTime.mul( rotateRange ) ) );
  84. const fade = life.smoothstep( 0, 0.3 ).mul( life.smoothstep( 1, 0.7 ) );
  85. // soft particles
  86. const softEnabled = uniform( 1 ); // 0 = hard particles, 1 = soft particles
  87. const softDistance = uniform( 1 ); // world-space fade distance
  88. const softContrast = uniform( 2 );
  89. const baseOpacity = textureNode.a.mul( fade );
  90. const smokeOpacity = mix( baseOpacity, softParticles( {
  91. opacity: baseOpacity,
  92. distance: softDistance,
  93. contrast: softContrast
  94. } ), softEnabled );
  95. const smokeColor = mix( color( 0x6f6f6f ), color( 0x303030 ), positionLocal.y.mul( 0.1 ).clamp() );
  96. // instanced sprites
  97. const smokeMaterial = new THREE.SpriteNodeMaterial();
  98. smokeMaterial.colorNode = smokeColor;
  99. smokeMaterial.opacityNode = smokeOpacity;
  100. smokeMaterial.positionNode = offsetRange.mul( lifeTime );
  101. smokeMaterial.scaleNode = scaleRange.mul( lifeTime.max( 0.3 ) );
  102. smokeMaterial.depthWrite = false;
  103. const smoke = new THREE.Sprite( smokeMaterial );
  104. smoke.count = 50;
  105. smoke.frustumCulled = false;
  106. scene.add( smoke );
  107. // renderer
  108. renderer = new THREE.WebGPURenderer( { antialias: true } );
  109. renderer.setPixelRatio( window.devicePixelRatio );
  110. renderer.setSize( window.innerWidth, window.innerHeight );
  111. renderer.setAnimationLoop( render );
  112. renderer.inspector = new Inspector();
  113. document.body.appendChild( renderer.domElement );
  114. // controls
  115. controls = new OrbitControls( camera, renderer.domElement );
  116. controls.minDistance = 6;
  117. controls.maxDistance = 20;
  118. controls.target.set( 0, 4, 0 );
  119. controls.enableDamping = true;
  120. controls.update();
  121. window.addEventListener( 'resize', onWindowResize );
  122. // gui
  123. const gui = renderer.inspector.createParameters( 'Settings' );
  124. gui.add( softEnabled, 'value', { hard: 0, soft: 1 } ).name( 'mode' );
  125. gui.add( softDistance, 'value', 0.1, 2, 0.01 ).name( 'soft distance' );
  126. gui.add( softContrast, 'value', 1, 6, 0.01 ).name( 'soft contrast' );
  127. }
  128. function onWindowResize() {
  129. camera.aspect = window.innerWidth / window.innerHeight;
  130. camera.updateProjectionMatrix();
  131. renderer.setSize( window.innerWidth, window.innerHeight );
  132. }
  133. function render() {
  134. controls.update();
  135. renderer.render( scene, camera );
  136. }
  137. </script>
  138. </body>
  139. </html>
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