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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - volumetric lighting using TRAA</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">
- <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>Volumetric Lighting using TRAA</span>
- </div>
- <small>Compatible with native lights and shadows using TRAA.</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 { vec2, vec3, Fn, texture3D, screenUV, uniform, screenCoordinate, pass, depthPass, mrt, output, velocity, fract, interleavedGradientNoise } from 'three/tsl';
- import { traa } from 'three/addons/tsl/display/TRAANode.js';
- import { Inspector } from 'three/addons/inspector/Inspector.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js';
- import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
- // Halton sequence for temporal offset - matches TRAA's 32-sample Halton jitter
- // This creates optimal low-discrepancy distribution that accumulates well with TRAA
- function halton( index, base ) {
- let result = 0;
- let f = 1;
- while ( index > 0 ) {
- f /= base;
- result += f * ( index % base );
- index = Math.floor( index / base );
- }
- return result;
- }
- // Generate 32 Halton offsets (base 2, 3) - same length as TRAA
- const _haltonOffsets = Array.from(
- { length: 32 },
- ( _, i ) => [ halton( i + 1, 2 ), halton( i + 1, 3 ) ]
- );
- let renderer, scene, camera;
- let volumetricMesh, teapot, pointLight, spotLight;
- let renderPipeline;
- let temporalOffset, temporalRotation, shaderTime;
- let params;
- init();
- function createTexture3D() {
- let i = 0;
- const size = 128;
- const data = new Uint8Array( size * size * size );
- const scale = 10;
- const perlin = new ImprovedNoise();
- const repeatFactor = 5.0;
- for ( let z = 0; z < size; z ++ ) {
- for ( let y = 0; y < size; y ++ ) {
- for ( let x = 0; x < size; x ++ ) {
- const nx = ( x / size ) * repeatFactor;
- const ny = ( y / size ) * repeatFactor;
- const nz = ( z / size ) * repeatFactor;
- const noiseValue = perlin.noise( nx * scale, ny * scale, nz * scale );
- data[ i ] = ( 128 + 128 * noiseValue );
- i ++;
- }
- }
- }
- const texture = new THREE.Data3DTexture( data, size, size, size );
- texture.format = THREE.RedFormat;
- texture.minFilter = THREE.LinearFilter;
- texture.magFilter = THREE.LinearFilter;
- texture.wrapS = THREE.RepeatWrapping;
- texture.wrapT = THREE.RepeatWrapping;
- texture.unpackAlignment = 1;
- texture.needsUpdate = true;
- return texture;
- }
- function init() {
- renderer = new THREE.WebGPURenderer();
- // renderer.setPixelRatio( window.devicePixelRatio ); // Disable DPR for performance
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.toneMapping = THREE.NeutralToneMapping;
- renderer.toneMappingExposure = 2;
- renderer.shadowMap.enabled = true;
- renderer.inspector = new Inspector();
- document.body.appendChild( renderer.domElement );
- scene = new THREE.Scene();
- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
- camera.position.set( - 8, 1, - 6 );
- const controls = new OrbitControls( camera, renderer.domElement );
- controls.maxDistance = 40;
- controls.minDistance = 2;
- // Volumetric Fog Area
- const noiseTexture3D = createTexture3D();
- const smokeAmount = uniform( 2 );
- const volumetricMaterial = new THREE.VolumeNodeMaterial();
- volumetricMaterial.steps = 12;
- volumetricMaterial.transparent = true;
- volumetricMaterial.blending = THREE.AdditiveBlending;
- // Temporal dithering using Interleaved Gradient Noise (IGN) + Halton sequence
- temporalOffset = uniform( 0 );
- temporalRotation = uniform( 0 );
- shaderTime = uniform( 0 );
- const temporalJitter2D = vec2( temporalOffset, temporalRotation );
- volumetricMaterial.offsetNode = fract( interleavedGradientNoise( screenCoordinate.add( temporalJitter2D.mul( 100 ) ) ).add( temporalOffset ) );
- volumetricMaterial.scatteringNode = Fn( ( { positionRay } ) => {
- const timeScaled = vec3( shaderTime, 0, shaderTime.mul( .3 ) );
- const sampleGrain = ( scale, timeScale = 1 ) => texture3D( noiseTexture3D, positionRay.add( timeScaled.mul( timeScale ) ).mul( scale ).mod( 1 ), 0 ).r.add( .5 );
- let density = sampleGrain( .1 );
- density = density.mul( sampleGrain( .05, 1 ) );
- density = density.mul( sampleGrain( .02, 2 ) );
- return smokeAmount.mix( 1, density );
- } );
- volumetricMesh = new THREE.Mesh( new THREE.BoxGeometry( 20, 10, 20 ), volumetricMaterial );
- volumetricMesh.receiveShadow = true;
- volumetricMesh.position.y = 2;
- scene.add( volumetricMesh );
- // Objects
- teapot = new THREE.Mesh( new TeapotGeometry( .8, 18 ), new THREE.MeshStandardMaterial( { color: 0xffffff, side: THREE.DoubleSide } ) );
- teapot.castShadow = true;
- scene.add( teapot );
- const floor = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshStandardMaterial( { color: 0xffffff } ) );
- floor.rotation.x = - Math.PI / 2;
- floor.position.y = - 3;
- floor.receiveShadow = true;
- scene.add( floor );
- // Lights
- pointLight = new THREE.PointLight( 0xf9bb50, 3, 100 );
- pointLight.castShadow = true;
- pointLight.position.set( 0, 1.4, 0 );
- scene.add( pointLight );
- spotLight = new THREE.SpotLight( 0xffffff, 100 );
- spotLight.position.set( 2.5, 5, 2.5 );
- spotLight.angle = Math.PI / 6;
- spotLight.penumbra = 1;
- spotLight.decay = 2;
- spotLight.distance = 0;
- spotLight.map = new THREE.TextureLoader().setPath( 'textures/' ).load( 'colors.png' );
- spotLight.castShadow = true;
- spotLight.shadow.intensity = .98;
- spotLight.shadow.mapSize.width = 1024;
- spotLight.shadow.mapSize.height = 1024;
- spotLight.shadow.camera.near = 1;
- spotLight.shadow.camera.far = 15;
- spotLight.shadow.focus = 1;
- scene.add( spotLight );
- // Render Pipeline
- renderPipeline = new THREE.RenderPipeline( renderer );
- const volumetricIntensity = uniform( 1 );
- // Pre-Pass: Opaque objects only (volumetric is transparent, excluded automatically)
- const prePass = depthPass( scene, camera );
- prePass.name = 'Pre Pass';
- prePass.transparent = false;
- const prePassDepth = prePass.getTextureNode( 'depth' ).toInspector( 'Depth', () => prePass.getLinearDepthNode() );
- // Apply depth to volumetric material for proper occlusion
- volumetricMaterial.depthNode = prePassDepth.sample( screenUV );
- // Scene Pass: Full scene including volumetric with MRT
- const scenePass = pass( scene, camera ).toInspector( 'Scene' );
- scenePass.name = 'Scene Pass';
- scenePass.setMRT( mrt( {
- output: output,
- velocity: velocity
- } ) );
- const scenePassColor = scenePass.getTextureNode().toInspector( 'Output' );
- const scenePassVelocity = scenePass.getTextureNode( 'velocity' ).toInspector( 'Velocity' );
- // TRAA with scene pass depth/velocity (includes volumetric)
- const traaPass = traa( scenePassColor, prePassDepth, scenePassVelocity, camera );
- renderPipeline.outputNode = traaPass;
- // GUI
- params = {
- traa: true,
- animated: true
- };
- const gui = renderer.inspector.createParameters( 'Volumetric Lighting' );
- gui.add( params, 'animated' );
- gui.add( params, 'traa' ).name( 'TRAA' ).onChange( updatePostProcessing );
- const rayMarching = gui.addFolder( 'Ray Marching' );
- rayMarching.add( volumetricMaterial, 'steps', 2, 16, 1 ).name( 'step count' );
- function updatePostProcessing() {
- renderPipeline.outputNode = params.traa ? traaPass : scenePassColor;
- renderPipeline.needsUpdate = true;
- }
- const lighting = gui.addFolder( 'Lighting / Scene' );
- lighting.add( pointLight, 'intensity', 0, 6 ).name( 'light intensity' );
- lighting.add( spotLight, 'intensity', 0, 200 ).name( 'spot intensity' );
- lighting.add( volumetricIntensity, 'value', 0, 2 ).name( 'volumetric intensity' );
- lighting.add( smokeAmount, 'value', 0, 3 ).name( 'smoke amount' );
- window.addEventListener( 'resize', onWindowResize );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- let frameCount = 0;
- let animationTime = 0;
- let lastTime = performance.now();
- function animate() {
- const currentTime = performance.now();
- const delta = ( currentTime - lastTime ) * 0.001;
- lastTime = currentTime;
- // Update temporal uniforms - synced with TRAA's Halton sequence for optimal accumulation
- const haltonIndex = frameCount % 32;
- temporalOffset.value = _haltonOffsets[ haltonIndex ][ 0 ];
- temporalRotation.value = _haltonOffsets[ haltonIndex ][ 1 ];
- frameCount ++;
- if ( params.animated ) {
- animationTime += delta;
- }
- shaderTime.value = animationTime;
- const scale = 2.4;
- pointLight.position.x = Math.sin( animationTime * 0.7 ) * scale;
- pointLight.position.y = Math.cos( animationTime * 0.5 ) * scale;
- pointLight.position.z = Math.cos( animationTime * 0.3 ) * scale;
- spotLight.position.x = Math.cos( animationTime * 0.3 ) * scale;
- spotLight.lookAt( 0, 0, 0 );
- teapot.rotation.y = animationTime * 0.2;
- renderPipeline.render();
- }
- </script>
- </body>
- </html>
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