webgpu_tsl_vfx_tornado.html 10 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - vfx tornado</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="example.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  12. <div class="title-wrapper">
  13. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>VFX Tornado</span>
  14. </div>
  15. <small>
  16. Based on <a href="https://threejs-journey.com/lessons/galaxy-generator" target="_blank" rel="noopener">Three.js Journey</a> lesson.
  17. </small>
  18. </div>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.webgpu.js",
  23. "three/webgpu": "../build/three.webgpu.js",
  24. "three/tsl": "../build/three.tsl.js",
  25. "three/addons/": "./jsm/"
  26. }
  27. }
  28. </script>
  29. <script type="module">
  30. import * as THREE from 'three/webgpu';
  31. import { luminance, cos, min, time, atan, uniform, pass, PI, TWO_PI, color, positionLocal, sin, texture, Fn, uv, vec2, vec3, vec4 } from 'three/tsl';
  32. import { bloom } from 'three/addons/tsl/display/BloomNode.js';
  33. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  34. import { Inspector } from 'three/addons/inspector/Inspector.js';
  35. let camera, scene, renderer, postProcessing, controls;
  36. init();
  37. function init() {
  38. camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 50 );
  39. camera.position.set( 1, 1, 3 );
  40. scene = new THREE.Scene();
  41. // textures
  42. const textureLoader = new THREE.TextureLoader();
  43. const perlinTexture = textureLoader.load( './textures/noises/perlin/rgb-256x256.png' );
  44. perlinTexture.wrapS = THREE.RepeatWrapping;
  45. perlinTexture.wrapT = THREE.RepeatWrapping;
  46. // TSL functions
  47. const toRadialUv = Fn( ( [ uv, multiplier, rotation, offset ] ) => {
  48. const centeredUv = uv.sub( 0.5 ).toVar();
  49. const distanceToCenter = centeredUv.length();
  50. const angle = atan( centeredUv.y, centeredUv.x );
  51. const radialUv = vec2( angle.add( PI ).div( TWO_PI ), distanceToCenter ).toVar();
  52. radialUv.mulAssign( multiplier );
  53. radialUv.x.addAssign( rotation );
  54. radialUv.y.addAssign( offset );
  55. return radialUv;
  56. } );
  57. const toSkewedUv = Fn( ( [ uv, skew ] ) => {
  58. return vec2(
  59. uv.x.add( uv.y.mul( skew.x ) ),
  60. uv.y.add( uv.x.mul( skew.y ) )
  61. );
  62. } );
  63. const twistedCylinder = Fn( ( [ position, parabolStrength, parabolOffset, parabolAmplitude, time ] ) => {
  64. const angle = atan( position.z, position.x ).toVar();
  65. const elevation = position.y;
  66. // parabol
  67. const radius = parabolStrength.mul( position.y.sub( parabolOffset ) ).pow( 2 ).add( parabolAmplitude ).toVar();
  68. // turbulences
  69. radius.addAssign( sin( elevation.sub( time ).mul( 20 ).add( angle.mul( 2 ) ) ).mul( 0.05 ) );
  70. const twistedPosition = vec3(
  71. cos( angle ).mul( radius ),
  72. elevation,
  73. sin( angle ).mul( radius )
  74. );
  75. return twistedPosition;
  76. } );
  77. // uniforms
  78. const emissiveColor = uniform( color( '#ff8b4d' ) );
  79. const timeScale = uniform( 0.2 );
  80. const parabolStrength = uniform( 1 );
  81. const parabolOffset = uniform( 0.3 );
  82. const parabolAmplitude = uniform( 0.2 );
  83. // tornado floor
  84. const floorMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, wireframe: false } );
  85. floorMaterial.outputNode = Fn( () => {
  86. const scaledTime = time.mul( timeScale );
  87. // noise 1
  88. const noise1Uv = toRadialUv(
  89. uv(),
  90. vec2( 0.5, 0.5 ),
  91. scaledTime,
  92. scaledTime
  93. );
  94. noise1Uv.assign( toSkewedUv(
  95. noise1Uv,
  96. vec2( - 1, 0 )
  97. ) );
  98. noise1Uv.mulAssign( vec2( 4, 1 ) );
  99. const noise1 = texture( perlinTexture, noise1Uv, 1 ).r.remap( 0.45, 0.7 );
  100. // noise 2
  101. const noise2Uv = toRadialUv(
  102. uv(),
  103. vec2( 2, 8 ),
  104. scaledTime.mul( 2 ),
  105. scaledTime.mul( 8 )
  106. );
  107. noise2Uv.assign( toSkewedUv(
  108. noise2Uv,
  109. vec2( - 0.25, 0 )
  110. ) );
  111. noise2Uv.mulAssign( vec2( 2, 0.25 ) );
  112. const noise2 = texture( perlinTexture, noise2Uv, 1 ).b.remap( 0.45, 0.7 );
  113. // outer fade
  114. const distanceToCenter = uv().sub( 0.5 ).toVar();
  115. const outerFade = min(
  116. distanceToCenter.length().oneMinus().smoothstep( 0.5, 0.9 ),
  117. distanceToCenter.length().smoothstep( 0, 0.2 )
  118. );
  119. // effect
  120. const effect = noise1.mul( noise2 ).mul( outerFade ).toVar();
  121. // output
  122. return vec4(
  123. emissiveColor.mul( effect.step( 0.2 ) ).mul( 3 ), // Emissive
  124. effect.smoothstep( 0, 0.01 ) // Alpha
  125. );
  126. } )();
  127. const floor = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), floorMaterial );
  128. floor.rotation.x = - Math.PI * 0.5;
  129. scene.add( floor );
  130. // tornado cylinder geometry
  131. const cylinderGeometry = new THREE.CylinderGeometry( 1, 1, 1, 20, 20, true );
  132. cylinderGeometry.translate( 0, 0.5, 0 );
  133. // tornado emissive cylinder
  134. const emissiveMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, side: THREE.DoubleSide, wireframe: false } );
  135. emissiveMaterial.positionNode = twistedCylinder( positionLocal, parabolStrength, parabolOffset, parabolAmplitude.sub( 0.05 ), time.mul( timeScale ) );
  136. emissiveMaterial.outputNode = Fn( () => {
  137. const scaledTime = time.mul( timeScale );
  138. // noise 1
  139. const noise1Uv = uv().add( vec2( scaledTime, scaledTime.negate() ) ).toVar();
  140. noise1Uv.assign( toSkewedUv(
  141. noise1Uv,
  142. vec2( - 1, 0 )
  143. ) );
  144. noise1Uv.mulAssign( vec2( 2, 0.25 ) );
  145. const noise1 = texture( perlinTexture, noise1Uv, 1 ).r.remap( 0.45, 0.7 );
  146. // noise 2
  147. const noise2Uv = uv().add( vec2( scaledTime.mul( 0.5 ), scaledTime.negate() ) ).toVar();
  148. noise2Uv.assign( toSkewedUv(
  149. noise2Uv,
  150. vec2( - 1, 0 )
  151. ) );
  152. noise2Uv.mulAssign( vec2( 5, 1 ) );
  153. const noise2 = texture( perlinTexture, noise2Uv, 1 ).g.remap( 0.45, 0.7 );
  154. // outer fade
  155. const outerFade = min(
  156. uv().y.smoothstep( 0, 0.1 ),
  157. uv().y.oneMinus().smoothstep( 0, 0.4 )
  158. );
  159. // effect
  160. const effect = noise1.mul( noise2 ).mul( outerFade );
  161. const emissiveColorLuminance = luminance( emissiveColor );
  162. // output
  163. return vec4(
  164. emissiveColor.mul( 1.2 ).div( emissiveColorLuminance ), // emissive
  165. effect.smoothstep( 0, 0.1 ) // alpha
  166. );
  167. } )();
  168. const emissive = new THREE.Mesh( cylinderGeometry, emissiveMaterial );
  169. emissive.scale.set( 1, 1, 1 );
  170. scene.add( emissive );
  171. // tornado dark cylinder
  172. const darkMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, side: THREE.DoubleSide, wireframe: false } );
  173. darkMaterial.positionNode = twistedCylinder( positionLocal, parabolStrength, parabolOffset, parabolAmplitude, time.mul( timeScale ) );
  174. darkMaterial.outputNode = Fn( () => {
  175. const scaledTime = time.mul( timeScale ).add( 123.4 );
  176. // noise 1
  177. const noise1Uv = uv().add( vec2( scaledTime, scaledTime.negate() ) ).toVar();
  178. noise1Uv.assign( toSkewedUv(
  179. noise1Uv,
  180. vec2( - 1, 0 )
  181. ) );
  182. noise1Uv.mulAssign( vec2( 2, 0.25 ) );
  183. const noise1 = texture( perlinTexture, noise1Uv, 1 ).g.remap( 0.45, 0.7 );
  184. // noise 2
  185. const noise2Uv = uv().add( vec2( scaledTime.mul( 0.5 ), scaledTime.negate() ) ).toVar();
  186. noise2Uv.assign( toSkewedUv(
  187. noise2Uv,
  188. vec2( - 1, 0 )
  189. ) );
  190. noise2Uv.mulAssign( vec2( 5, 1 ) );
  191. const noise2 = texture( perlinTexture, noise2Uv, 1 ).b.remap( 0.45, 0.7 );
  192. // outer fade
  193. const outerFade = min(
  194. uv().y.smoothstep( 0, 0.2 ),
  195. uv().y.oneMinus().smoothstep( 0, 0.4 )
  196. );
  197. // effect
  198. const effect = noise1.mul( noise2 ).mul( outerFade );
  199. return vec4(
  200. vec3( 0 ),
  201. effect.smoothstep( 0, 0.01 )
  202. );
  203. } )();
  204. const dark = new THREE.Mesh( cylinderGeometry, darkMaterial );
  205. dark.scale.set( 1, 1, 1 );
  206. scene.add( dark );
  207. // renderer
  208. renderer = new THREE.WebGPURenderer( { antialias: true } );
  209. renderer.setClearColor( 0x201919 );
  210. renderer.setPixelRatio( window.devicePixelRatio );
  211. renderer.setSize( window.innerWidth, window.innerHeight );
  212. renderer.setAnimationLoop( animate );
  213. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  214. renderer.inspector = new Inspector();
  215. document.body.appendChild( renderer.domElement );
  216. // post processing
  217. postProcessing = new THREE.PostProcessing( renderer );
  218. const scenePass = pass( scene, camera );
  219. const scenePassColor = scenePass.getTextureNode( 'output' );
  220. const bloomPass = bloom( scenePassColor, 1, 0.1, 1 );
  221. postProcessing.outputNode = scenePassColor.add( bloomPass );
  222. // controls
  223. controls = new OrbitControls( camera, renderer.domElement );
  224. controls.target.y = 0.4;
  225. controls.enableDamping = true;
  226. controls.minDistance = 0.1;
  227. controls.maxDistance = 50;
  228. window.addEventListener( 'resize', onWindowResize );
  229. // debug
  230. const gui = renderer.inspector.createParameters( 'Parameters' );
  231. gui.addColor( { color: emissiveColor.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).onChange( value => emissiveColor.value.set( value ) ).name( 'emissiveColor' );
  232. gui.add( timeScale, 'value', - 1, 1, 0.01 ).name( 'timeScale' );
  233. gui.add( parabolStrength, 'value', 0, 2, 0.01 ).name( 'parabolStrength' );
  234. gui.add( parabolOffset, 'value', 0, 1, 0.01 ).name( 'parabolOffset' );
  235. gui.add( parabolAmplitude, 'value', 0, 2, 0.01 ).name( 'parabolAmplitude' );
  236. const bloomGui = gui.addFolder( 'bloom' );
  237. bloomGui.add( bloomPass.strength, 'value', 0, 10, 0.01 ).name( 'strength' );
  238. bloomGui.add( bloomPass.radius, 'value', 0, 1, 0.01 ).name( 'radius' );
  239. }
  240. function onWindowResize() {
  241. camera.aspect = window.innerWidth / window.innerHeight;
  242. camera.updateProjectionMatrix();
  243. renderer.setSize( window.innerWidth, window.innerHeight );
  244. }
  245. async function animate() {
  246. controls.update();
  247. postProcessing.render();
  248. }
  249. </script>
  250. </body>
  251. </html>
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