webgpu_postprocessing_ssr.html 7.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <head>
  5. <title>three.js webgpu - postprocessing - Screen Space Reflections (SSR)</title>
  6. <meta charset="utf-8">
  7. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  8. <link type="text/css" rel="stylesheet" href="example.css">
  9. </head>
  10. <body>
  11. <div id="info">
  12. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  13. <div class="title-wrapper">
  14. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>SSR</span>
  15. </div>
  16. <small>
  17. Screen Space Reflections.<br />
  18. <a href="https://skfb.ly/6tqYD" target="_blank" rel="noopener">Steampunk Camera</a> by
  19. <a href="https://sketchfab.com/lumoize" target="_blank" rel="noopener">dylanheyes</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.
  20. </small>
  21. </div>
  22. <script type="importmap">
  23. {
  24. "imports": {
  25. "three": "../build/three.webgpu.js",
  26. "three/webgpu": "../build/three.webgpu.js",
  27. "three/tsl": "../build/three.tsl.js",
  28. "three/addons/": "./jsm/"
  29. }
  30. }
  31. </script>
  32. <script type="module">
  33. import * as THREE from 'three/webgpu';
  34. import { pass, mrt, output, normalView, metalness, roughness, blendColor, screenUV, color, sample, directionToColor, colorToDirection, vec2, colorSpaceToWorking } from 'three/tsl';
  35. import { ssr } from 'three/addons/tsl/display/SSRNode.js';
  36. import { smaa } from 'three/addons/tsl/display/SMAANode.js';
  37. import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
  38. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  39. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  40. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  41. import { Inspector } from 'three/addons/inspector/Inspector.js';
  42. const params = {
  43. quality: 0.5,
  44. blurQuality: 2,
  45. maxDistance: 0.5,
  46. opacity: 1,
  47. thickness: 0.015,
  48. roughness: 1,
  49. enabled: true
  50. };
  51. let camera, scene, model, renderer, postProcessing, ssrPass;
  52. let controls;
  53. init();
  54. async function init() {
  55. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 50 );
  56. camera.position.set( 3, 2, 3 );
  57. scene = new THREE.Scene();
  58. scene.backgroundNode = screenUV.distance( .5 ).remap( 0, 0.5 ).mix( color( 0x888877 ), color( 0x776666 ) );
  59. const dracoLoader = new DRACOLoader();
  60. dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
  61. dracoLoader.setDecoderConfig( { type: 'js' } );
  62. const loader = new GLTFLoader();
  63. loader.setDRACOLoader( dracoLoader );
  64. loader.load( 'models/gltf/steampunk_camera.glb', function ( gltf ) {
  65. model = gltf.scene;
  66. model.traverse( function ( object ) {
  67. if ( object.material ) {
  68. if ( object.material.name === 'Lense_Casing' ) {
  69. object.material.transparent = true;
  70. }
  71. // Avoid overdrawing
  72. object.material.side = THREE.FrontSide;
  73. }
  74. } );
  75. model.position.y = 0.1;
  76. scene.add( model );
  77. } );
  78. //
  79. renderer = new THREE.WebGPURenderer();
  80. // renderer.setPixelRatio( window.devicePixelRatio );
  81. renderer.setSize( window.innerWidth, window.innerHeight );
  82. renderer.setAnimationLoop( animate );
  83. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  84. renderer.inspector = new Inspector();
  85. document.body.appendChild( renderer.domElement );
  86. await renderer.init();
  87. const environment = new RoomEnvironment();
  88. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  89. scene.environment = pmremGenerator.fromScene( environment, 0.04 ).texture;
  90. scene.environmentIntensity = 1.25;
  91. pmremGenerator.dispose();
  92. //
  93. postProcessing = new THREE.PostProcessing( renderer );
  94. const scenePass = pass( scene, camera );
  95. scenePass.setMRT( mrt( {
  96. output: output,
  97. normal: directionToColor( normalView ),
  98. metalrough: vec2( metalness, roughness ) // pack metalness and roughness into a single attachment
  99. } ) );
  100. const scenePassColor = scenePass.getTextureNode( 'output' ).toInspector( 'Color' );
  101. const scenePassNormal = scenePass.getTextureNode( 'normal' ).toInspector( 'Normal', ( node ) => {
  102. return colorSpaceToWorking( node, THREE.SRGBColorSpace );
  103. } );
  104. const scenePassDepth = scenePass.getTextureNode( 'depth' ).toInspector( 'Depth', () => {
  105. return scenePass.getLinearDepthNode();
  106. } );
  107. const scenePassMetalRough = scenePass.getTextureNode( 'metalrough' ).toInspector( 'Metalness-Roughness' );
  108. // optional: optimize bandwidth by reducing the texture precision for normals and metal/roughness
  109. const normalTexture = scenePass.getTexture( 'normal' );
  110. normalTexture.type = THREE.UnsignedByteType;
  111. const metalRoughTexture = scenePass.getTexture( 'metalrough' );
  112. metalRoughTexture.type = THREE.UnsignedByteType;
  113. const sceneNormal = sample( ( uv ) => {
  114. return colorToDirection( scenePassNormal.sample( uv ) );
  115. } );
  116. //
  117. ssrPass = ssr( scenePassColor, scenePassDepth, sceneNormal, scenePassMetalRough.r, scenePassMetalRough.g ).toInspector( 'SSR' );
  118. // blend SSR over beauty
  119. const outputNode = smaa( blendColor( scenePassColor, ssrPass ) );
  120. postProcessing.outputNode = outputNode;
  121. //
  122. controls = new OrbitControls( camera, renderer.domElement );
  123. controls.enableDamping = true;
  124. controls.update();
  125. window.addEventListener( 'resize', onWindowResize );
  126. // GUI
  127. const gui = renderer.inspector.createParameters( 'Settings' );
  128. const ssrFolder = gui.addFolder( 'SSR' );
  129. ssrFolder.add( params, 'quality', 0, 1 ).onChange( updateParameters );
  130. ssrFolder.add( params, 'blurQuality', 1, 3, 1 ).onChange( updateParameters );
  131. ssrFolder.add( params, 'maxDistance', 0, 1 ).onChange( updateParameters );
  132. ssrFolder.add( params, 'opacity', 0, 1 ).onChange( updateParameters );
  133. ssrFolder.add( params, 'thickness', 0, 0.05 ).onChange( updateParameters );
  134. ssrFolder.add( params, 'enabled' ).onChange( () => {
  135. if ( params.enabled === true ) {
  136. postProcessing.outputNode = outputNode;
  137. } else {
  138. postProcessing.outputNode = scenePass;
  139. }
  140. postProcessing.needsUpdate = true;
  141. } );
  142. const modelFolder = gui.addFolder( 'Model' );
  143. modelFolder.add( params, 'roughness', 0, 1 ).onChange( ( value ) => {
  144. model.traverse( function ( object ) {
  145. if ( object.material ) {
  146. object.material.roughness = value;
  147. }
  148. } );
  149. } );
  150. updateParameters();
  151. }
  152. function updateParameters() {
  153. ssrPass.quality.value = params.quality;
  154. ssrPass.blurQuality.value = params.blurQuality;
  155. ssrPass.maxDistance.value = params.maxDistance;
  156. ssrPass.opacity.value = params.opacity;
  157. ssrPass.thickness.value = params.thickness;
  158. }
  159. function onWindowResize() {
  160. camera.aspect = window.innerWidth / window.innerHeight;
  161. camera.updateProjectionMatrix();
  162. renderer.setSize( window.innerWidth, window.innerHeight );
  163. }
  164. function animate() {
  165. controls.update();
  166. postProcessing.render();
  167. }
  168. </script>
  169. </body>
  170. </html>
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