webgpu_custom_fog_scattering.html 5.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - fog - scattering</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" class="invert">
  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>Fog - Scattering</span>
  14. </div>
  15. <small>
  16. The demo simulates light scattering due to fog.<br/>
  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 { positionWorld, densityFogFactor, pass, vec2, uniform, mix, color } from 'three/tsl';
  32. import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
  33. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  34. import { Inspector } from 'three/addons/inspector/Inspector.js';
  35. let camera, scene, renderer, postProcessing, controls;
  36. const params = {
  37. scatteringEnabled: true
  38. };
  39. init();
  40. async function init() {
  41. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 600 );
  42. camera.position.set( 30, 10, 30 );
  43. scene = new THREE.Scene();
  44. // fog
  45. scene.fog = new THREE.FogExp2( 0xcccccc, 0.014 );
  46. scene.background = new THREE.Color( 0xcccccc );
  47. // builds
  48. const buildWindows = positionWorld.y.mul( 10 ).floor().mod( 4 ).sign().mix( color( 0x000066 ), color( 0xffffff ) );
  49. const buildGeometry = new THREE.BoxGeometry( 1, 1, 1 );
  50. const buildMaterial = new THREE.MeshPhongNodeMaterial( {
  51. colorNode: buildWindows
  52. } );
  53. const buildMesh = new THREE.InstancedMesh( buildGeometry, buildMaterial, 4000 );
  54. scene.add( buildMesh );
  55. const dummy = new THREE.Object3D();
  56. const center = new THREE.Vector3();
  57. for ( let i = 0; i < buildMesh.count; i ++ ) {
  58. const scaleY = Math.random() * 7 + .5;
  59. dummy.position.x = Math.random() * 600 - 300;
  60. dummy.position.z = Math.random() * 600 - 300;
  61. const distance = Math.max( dummy.position.distanceTo( center ) * .012, 1 );
  62. dummy.position.y = .5 * scaleY * distance;
  63. dummy.scale.x = dummy.scale.z = Math.random() * 3 + .5;
  64. dummy.scale.y = scaleY * distance;
  65. dummy.updateMatrix();
  66. buildMesh.setMatrixAt( i, dummy.matrix );
  67. }
  68. // lights
  69. scene.add( new THREE.HemisphereLight( 0xf0f5f5, 0xd0dee7, 0.5 ) );
  70. // geometry
  71. const planeGeometry = new THREE.PlaneGeometry( 200, 200 );
  72. const planeMaterial = new THREE.MeshPhongMaterial( {
  73. color: 0x999999
  74. } );
  75. const ground = new THREE.Mesh( planeGeometry, planeMaterial );
  76. ground.rotation.x = - Math.PI / 2;
  77. ground.scale.multiplyScalar( 3 );
  78. ground.castShadow = true;
  79. ground.receiveShadow = true;
  80. scene.add( ground );
  81. // renderer
  82. renderer = new THREE.WebGPURenderer( { antialias: true } );
  83. renderer.setPixelRatio( window.devicePixelRatio );
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. renderer.setAnimationLoop( animate );
  86. renderer.inspector = new Inspector();
  87. document.body.appendChild( renderer.domElement );
  88. // controls
  89. controls = new OrbitControls( camera, renderer.domElement );
  90. controls.target.set( 0, 2, 0 );
  91. controls.minDistance = 7;
  92. controls.maxDistance = 100;
  93. controls.maxPolarAngle = Math.PI / 2;
  94. controls.enableDamping = true;
  95. controls.update();
  96. //
  97. postProcessing = new THREE.PostProcessing( renderer );
  98. // uniforms
  99. const density = uniform( 0.014 );
  100. const scattering = uniform( 2 );
  101. // scene pass
  102. const scenePass = pass( scene, camera );
  103. const scenePassColor = scenePass.getTextureNode( 'output' );
  104. const scenePassViewZ = scenePass.getViewZNode();
  105. // blur pass (always downsampled to improve performance)
  106. const sceneColorBlurred = gaussianBlur( scenePassColor, vec2( scattering ), 4, { resolutionScale: 0.5 } );
  107. // composite
  108. const fogFactor = densityFogFactor( density ).context( { getViewZ: () => scenePassViewZ } );
  109. const compositeNode = mix( scenePassColor, sceneColorBlurred, fogFactor );
  110. postProcessing.outputNode = compositeNode;
  111. // gui
  112. const gui = renderer.inspector.createParameters( 'Settings' );
  113. gui.add( density, 'value', 0.005, 0.03 ).step( 0.0001 ).name( 'fog density' ).onChange( ( value ) => {
  114. scene.fog.density = value;
  115. } );
  116. gui.add( scattering, 'value', 0, 5 ).name( 'scattering factor' );
  117. gui.add( params, 'scatteringEnabled' ).name( 'enable scattering' ).onChange( ( value ) => {
  118. if ( value === true ) {
  119. postProcessing.outputNode = compositeNode;
  120. } else {
  121. postProcessing.outputNode = scenePassColor;
  122. }
  123. postProcessing.needsUpdate = true;
  124. } );
  125. window.addEventListener( 'resize', resize );
  126. }
  127. function resize() {
  128. camera.aspect = window.innerWidth / window.innerHeight;
  129. camera.updateProjectionMatrix();
  130. renderer.setSize( window.innerWidth, window.innerHeight );
  131. }
  132. function animate() {
  133. controls.update();
  134. postProcessing.render();
  135. }
  136. </script>
  137. </body>
  138. </html>
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