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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - postprocessing afterimage</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>After Image</span>
- </div>
- <small>
- Based on <a href="https://oosmoxiecode.com/archive/js_webgl/spiral/" target="_blank" rel="noopener">Particle Spiral</a>
- by <a href="https://github.com/oosmoxiecode" target="_blank" rel="noopener">oosmoxiecode</a>.
- </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 { instancedBufferAttribute, uniform, mod, pass, texture, float, time, vec2, vec3, vec4, sin, cos } from 'three/tsl';
- import { afterImage } from 'three/addons/tsl/display/AfterImageNode.js';
- import { Inspector } from 'three/addons/inspector/Inspector.js';
- let camera, scene, renderer, particles;
- let postProcessing, afterImagePass, scenePass;
- const params = {
- damp: uniform( 0.8, 'float' ).setName( 'damp' ),
- enabled: true
- };
- init();
- function init() {
- renderer = new THREE.WebGPURenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- renderer.inspector = new Inspector();
- document.body.appendChild( renderer.domElement );
- camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
- camera.position.z = 1000;
- scene = new THREE.Scene();
- const sprite = new THREE.TextureLoader().load( 'textures/sprites/circle.png' );
- // geometry
- const radius = 600;
- const count = 50000;
- const vertex = new THREE.Vector3();
- const color = new THREE.Color();
- const colors = [];
- const vertices = [];
- const timeOffsets = [];
- for ( var i = 0; i < count; i ++ ) {
- getRandomPointOnSphere( radius, vertex );
- vertices.push( vertex.x, vertex.y, vertex.z );
- color.setHSL( i / count, 0.7, 0.7, THREE.SRGBColorSpace );
- colors.push( color.r, color.g, color.b );
- timeOffsets.push( i / count );
- }
- const positionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( vertices ), 3 );
- const colorAttribute = new THREE.InstancedBufferAttribute( new Float32Array( colors ), 3 );
- const timeAttribute = new THREE.InstancedBufferAttribute( new Float32Array( timeOffsets ), 1 );
- // material and TSL
- const material = new THREE.SpriteNodeMaterial( { blending: THREE.AdditiveBlending, depthWrite: false } );
- const localTime = instancedBufferAttribute( timeAttribute ).add( time.mul( 0.1 ) );
- const modTime = mod( localTime, 1.0 );
- const accTime = modTime.mul( modTime );
- const angle = accTime.mul( 40.0 );
- const pulse = vec2( sin( angle ).mul( 20.0 ), cos( angle ).mul( 20.0 ) );
- const pos = instancedBufferAttribute( positionAttribute );
- const animated = vec3( pos.x.mul( accTime ).add( pulse.x ), pos.y.mul( accTime ).add( pulse.y ), pos.z.mul( accTime ).mul( 1.75 ) );
- const fAlpha = modTime.oneMinus().mul( 2.0 );
- material.colorNode = texture( sprite ).mul( vec4( instancedBufferAttribute( colorAttribute ), fAlpha ) );
- material.positionNode = animated;
- material.scaleNode = float( 2 );
- particles = new THREE.Sprite( material );
- particles.count = count;
- scene.add( particles );
- // postprocessing
- postProcessing = new THREE.PostProcessing( renderer );
- scenePass = pass( scene, camera );
- afterImagePass = afterImage( scenePass, params.damp );
- postProcessing.outputNode = afterImagePass;
- //
- const gui = renderer.inspector.createParameters( 'Settings' );
- gui.add( afterImagePass.damp, 'value', 0.25, 1 );
- gui.add( params, 'enabled' ).onChange( updatePassChain );
- window.addEventListener( 'resize', onWindowResize );
- }
- function updatePassChain() {
- if ( params.enabled === true ) {
- postProcessing.outputNode = afterImagePass;
- } else {
- postProcessing.outputNode = scenePass;
- }
- postProcessing.needsUpdate = true;
- }
- function getRandomPointOnSphere( r, v ) {
- const angle = Math.random() * Math.PI * 2;
- const u = Math.random() * 2 - 1;
- v.set(
- Math.cos( angle ) * Math.sqrt( 1 - Math.pow( u, 2 ) ) * r,
- Math.sin( angle ) * Math.sqrt( 1 - Math.pow( u, 2 ) ) * r,
- u * r
- );
- return v;
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate( time ) {
- particles.rotation.z = time * 0.001;
- postProcessing.render();
- }
- </script>
- </body>
- </html>
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