webgpu_hdr.html 6.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no" />
  6. <title>three.js webgpu - HDR Draw</title>
  7. <link type="text/css" rel="stylesheet" href="example.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. }
  12. #no-hdr {
  13. position: absolute;
  14. font-family: monospace;
  15. font-size: 11px;
  16. font-weight: normal;
  17. text-align: center;
  18. background: #000;
  19. color: #fff;
  20. left: 50%;
  21. transform: translateX(-50%);
  22. padding: 1.5em;
  23. max-width: 600px;
  24. margin: 5em auto 0;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="info" class="invert">
  30. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  31. <div class="title-wrapper">
  32. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>HDR</span>
  33. </div>
  34. <small>
  35. The demo produces a color output intended for HDR monitors.
  36. </small>
  37. </div>
  38. <div id="no-hdr" style="display: none">
  39. <div>
  40. The browser says your device or monitor doesn't support HDR.<br />
  41. If you're on a laptop using an external monitor, try the built in
  42. monitor<br />
  43. or, try this site on your phone. Most phones support HDR.
  44. </div>
  45. </div>
  46. <script type="importmap">
  47. {
  48. "imports": {
  49. "three": "../build/three.webgpu.js",
  50. "three/webgpu": "../build/three.webgpu.js",
  51. "three/tsl": "../build/three.tsl.js",
  52. "three/addons/": "./jsm/"
  53. }
  54. }
  55. </script>
  56. <script type="module">
  57. import * as THREE from 'three/webgpu';
  58. import { pass, uv, uniform } from 'three/tsl';
  59. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  60. import { afterImage } from 'three/addons/tsl/display/AfterImageNode.js';
  61. import { Inspector } from 'three/addons/inspector/Inspector.js';
  62. import { ExtendedSRGBColorSpace, ExtendedSRGBColorSpaceImpl } from 'three/addons/math/ColorSpaces.js';
  63. const params = {
  64. intensity: uniform( 4.0, 'float' ).setName( 'intensity' ),
  65. hardness: uniform( 0.4, 'float' ).setName( 'hardness' ),
  66. radius: uniform( 0.5, 'float' ).setName( 'radius' ),
  67. afterImageDecay: uniform( 0.985, 'float' ).setName( 'afterImageDecay' ),
  68. };
  69. const hdrMediaQuery = window.matchMedia( '(dynamic-range: high)' );
  70. function updateHDRWarning() {
  71. const displayIsHDR = hdrMediaQuery.matches;
  72. document.querySelector( '#no-hdr' ).style.display = displayIsHDR ? 'none' : '';
  73. }
  74. hdrMediaQuery.addEventListener( 'change', updateHDRWarning );
  75. updateHDRWarning();
  76. if ( WebGPU.isAvailable() === false ) {
  77. document.body.appendChild( WebGPU.getErrorMessage() );
  78. throw new Error( 'No WebGPU support' );
  79. }
  80. // Enable Extended sRGB output color space for HDR presentation
  81. THREE.ColorManagement.define( { [ ExtendedSRGBColorSpace ]: ExtendedSRGBColorSpaceImpl } );
  82. // Renderer (HalfFloat output + Extended sRGB)
  83. const renderer = new THREE.WebGPURenderer( {
  84. antialias: true,
  85. outputType: THREE.HalfFloatType,
  86. } );
  87. renderer.outputColorSpace = ExtendedSRGBColorSpace;
  88. renderer.setPixelRatio( window.devicePixelRatio );
  89. renderer.setSize( window.innerWidth, window.innerHeight );
  90. renderer.inspector = new Inspector();
  91. document.body.appendChild( renderer.domElement );
  92. const camera = new THREE.OrthographicCamera( 0, window.innerWidth, window.innerHeight, 0, 1, 2 );
  93. camera.position.z = 1;
  94. // Brush scene (rendered into drawTarget)
  95. const brushScene = new THREE.Scene();
  96. brushScene.background = new THREE.Color( 0xffffff );
  97. const brushMat = new THREE.MeshBasicNodeMaterial();
  98. brushMat.transparent = true;
  99. brushMat.depthTest = false;
  100. brushMat.depthWrite = false;
  101. brushMat.blending = THREE.AdditiveBlending; // additive to build HDR energy
  102. const postProcessing = new THREE.PostProcessing( renderer );
  103. const brushPass = pass( brushScene, camera, { type: THREE.HalfFloatType } );
  104. brushPass.renderTarget.texture.colorSpace = ExtendedSRGBColorSpace;
  105. postProcessing.outputNode = afterImage( brushPass, params.afterImageDecay );
  106. // HDR brush uniforms
  107. const uColor = params.intensity;
  108. const uHard = params.hardness;
  109. const uRadius = params.radius;
  110. // Radial falloff in TSL
  111. const d = uv().sub( 0.5 ).length();
  112. const t = d.div( uRadius );
  113. const a = t.clamp().oneMinus().pow( uHard.mul( 8.0 ).add( 1.0 ) );
  114. brushMat.colorNode = uColor.mul( a );
  115. brushMat.opacityNode = a; // premultiplied style with additive blending
  116. const brushMesh = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), brushMat );
  117. brushMesh.scale.set( 300, 300, 1 ); // ~300px default brush size
  118. brushScene.add( brushMesh );
  119. function onPointerMove( e ) {
  120. const rect = renderer.domElement.getBoundingClientRect();
  121. const x = e.clientX - rect.left;
  122. const y = e.clientY - rect.top;
  123. // camera has origin at bottom-left (0,0)
  124. brushMesh.position.set( x, window.innerHeight - y, 0 );
  125. }
  126. window.addEventListener( 'pointermove', onPointerMove, { passive: false } );
  127. // Prevent mobile scroll on touch
  128. renderer.domElement.addEventListener( 'touchstart', ( e ) => e.preventDefault(), { passive: false } );
  129. renderer.domElement.addEventListener( 'touchmove', ( e ) => e.preventDefault(), { passive: false } );
  130. renderer.domElement.addEventListener( 'touchend', ( e ) => e.preventDefault(), { passive: false } );
  131. // GUI setup
  132. const gui = renderer.inspector.createParameters( 'Settings' );
  133. const colorFolder = gui.addFolder( 'HDR' );
  134. colorFolder.add( params.intensity, 'value', 0, 10, 0.1 ).name( 'Intensity' );
  135. const brushFolder = gui.addFolder( 'Brush Settings' );
  136. brushFolder.add( params.hardness, 'value', 0, 0.99, 0.01 ).name( 'Hardness' );
  137. brushFolder.add( params.radius, 'value', 0.1, 2.0, 0.01 ).name( 'Radius' );
  138. const effectFolder = gui.addFolder( 'Effects' );
  139. effectFolder.add( params.afterImageDecay, 'value', 0.9, 0.999, 0.001 ).name( 'After Image Decay' );
  140. // Resize handling
  141. function onResize() {
  142. renderer.setSize( window.innerWidth, window.innerHeight );
  143. camera.right = window.innerWidth;
  144. camera.top = window.innerHeight;
  145. camera.updateProjectionMatrix();
  146. }
  147. window.addEventListener( 'resize', onResize );
  148. // Main loop
  149. renderer.setAnimationLoop( async () => {
  150. postProcessing.render();
  151. } );
  152. </script>
  153. </body>
  154. </html>
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