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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - fog - scattering</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="example.css">
- </head>
- <body>
- <div id="info" class="invert">
- <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
- <div class="title-wrapper">
- <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Fog - Scattering</span>
- </div>
- <small>
- The demo simulates light scattering due to fog.<br/>
- </small>
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.webgpu.js",
- "three/webgpu": "../build/three.webgpu.js",
- "three/tsl": "../build/three.tsl.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three/webgpu';
- import { positionWorld, densityFogFactor, pass, vec2, uniform, mix, color } from 'three/tsl';
- import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { Inspector } from 'three/addons/inspector/Inspector.js';
- let camera, scene, renderer, postProcessing, controls;
- const params = {
- scatteringEnabled: true
- };
- init();
- async function init() {
- camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 600 );
- camera.position.set( 30, 10, 30 );
- scene = new THREE.Scene();
- // fog
- scene.fog = new THREE.FogExp2( 0xcccccc, 0.014 );
- scene.background = new THREE.Color( 0xcccccc );
- // builds
- const buildWindows = positionWorld.y.mul( 10 ).floor().mod( 4 ).sign().mix( color( 0x000066 ), color( 0xffffff ) );
- const buildGeometry = new THREE.BoxGeometry( 1, 1, 1 );
- const buildMaterial = new THREE.MeshPhongNodeMaterial( {
- colorNode: buildWindows
- } );
- const buildMesh = new THREE.InstancedMesh( buildGeometry, buildMaterial, 4000 );
- scene.add( buildMesh );
- const dummy = new THREE.Object3D();
- const center = new THREE.Vector3();
- for ( let i = 0; i < buildMesh.count; i ++ ) {
- const scaleY = Math.random() * 7 + .5;
- dummy.position.x = Math.random() * 600 - 300;
- dummy.position.z = Math.random() * 600 - 300;
- const distance = Math.max( dummy.position.distanceTo( center ) * .012, 1 );
- dummy.position.y = .5 * scaleY * distance;
- dummy.scale.x = dummy.scale.z = Math.random() * 3 + .5;
- dummy.scale.y = scaleY * distance;
- dummy.updateMatrix();
- buildMesh.setMatrixAt( i, dummy.matrix );
- }
- // lights
- scene.add( new THREE.HemisphereLight( 0xf0f5f5, 0xd0dee7, 0.5 ) );
- // geometry
- const planeGeometry = new THREE.PlaneGeometry( 200, 200 );
- const planeMaterial = new THREE.MeshPhongMaterial( {
- color: 0x999999
- } );
- const ground = new THREE.Mesh( planeGeometry, planeMaterial );
- ground.rotation.x = - Math.PI / 2;
- ground.scale.multiplyScalar( 3 );
- ground.castShadow = true;
- ground.receiveShadow = true;
- scene.add( ground );
-
- // renderer
- renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.inspector = new Inspector();
- document.body.appendChild( renderer.domElement );
- // controls
- controls = new OrbitControls( camera, renderer.domElement );
- controls.target.set( 0, 2, 0 );
- controls.minDistance = 7;
- controls.maxDistance = 100;
- controls.maxPolarAngle = Math.PI / 2;
- controls.enableDamping = true;
- controls.update();
- //
- postProcessing = new THREE.PostProcessing( renderer );
- // uniforms
- const density = uniform( 0.014 );
- const scattering = uniform( 2 );
- // scene pass
- const scenePass = pass( scene, camera );
- const scenePassColor = scenePass.getTextureNode( 'output' );
- const scenePassViewZ = scenePass.getViewZNode();
- // blur pass (always downsampled to improve performance)
- const sceneColorBlurred = gaussianBlur( scenePassColor, vec2( scattering ), 4, { resolutionScale: 0.5 } );
- // composite
- const fogFactor = densityFogFactor( density ).context( { getViewZ: () => scenePassViewZ } );
- const compositeNode = mix( scenePassColor, sceneColorBlurred, fogFactor );
-
- postProcessing.outputNode = compositeNode;
- // gui
- const gui = renderer.inspector.createParameters( 'Settings' );
- gui.add( density, 'value', 0.005, 0.03 ).step( 0.0001 ).name( 'fog density' ).onChange( ( value ) => {
-
- scene.fog.density = value;
- } );
- gui.add( scattering, 'value', 0, 5 ).name( 'scattering factor' );
- gui.add( params, 'scatteringEnabled' ).name( 'enable scattering' ).onChange( ( value ) => {
-
- if ( value === true ) {
- postProcessing.outputNode = compositeNode;
- } else {
- postProcessing.outputNode = scenePassColor;
- }
- postProcessing.needsUpdate = true;
- } );
- window.addEventListener( 'resize', resize );
- }
- function resize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- controls.update();
- postProcessing.render();
- }
- </script>
- </body>
- </html>
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