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webgpu_cubemap_adjustments.html 6.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - envmap adjustments</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. <meta property="og:title" content="three.js webgpu - envmap adjustments">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_cubemap_adjustments.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_cubemap_adjustments.jpg">
  11. <link type="text/css" rel="stylesheet" href="example.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  16. <div class="title-wrapper">
  17. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>EnvMap Adjustments</span>
  18. </div>
  19. <small>
  20. Adjust/modify the scene's background and environment.<br/>
  21. Battle Damaged Sci-fi Helmet by <a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a>.<br/>
  22. HDR by <a href="https://polyhaven.com/" target="_blank" rel="noopener">Poly Haven</a> and <a href="https://hdri-skies.com/free-hdris/" target="_blank" rel="noopener">HDRI Skies</a>.
  23. </small>
  24. </div>
  25. <script type="importmap">
  26. {
  27. "imports": {
  28. "three": "../build/three.webgpu.js",
  29. "three/webgpu": "../build/three.webgpu.js",
  30. "three/tsl": "../build/three.tsl.js",
  31. "three/addons/": "./jsm/"
  32. }
  33. }
  34. </script>
  35. <script type="module">
  36. import * as THREE from 'three/webgpu';
  37. import { uniform, mix, pmremTexture, reference, positionLocal, hue, saturation, positionWorld, normalWorld, positionWorldDirection, reflectVector } from 'three/tsl';
  38. import { HDRLoader } from 'three/addons/loaders/HDRLoader.js';
  39. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  40. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  41. import { Inspector } from 'three/addons/inspector/Inspector.js';
  42. let camera, scene, renderer;
  43. init();
  44. async function init() {
  45. const container = document.createElement( 'div' );
  46. document.body.appendChild( container );
  47. const initialDistance = 2;
  48. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
  49. camera.position.set( - 1.8 * initialDistance, 0.6 * initialDistance, 2.7 * initialDistance );
  50. scene = new THREE.Scene();
  51. // HDR textures
  52. const hdr1Texture = await new HDRLoader()
  53. .loadAsync( './textures/equirectangular/pedestrian_overpass_1k.hdr' );
  54. hdr1Texture.mapping = THREE.EquirectangularReflectionMapping;
  55. hdr1Texture.generateMipmaps = true;
  56. hdr1Texture.minFilter = THREE.LinearMipmapLinearFilter;
  57. const hdr2Texture = await new HDRLoader()
  58. .loadAsync( './textures/equirectangular/752-hdri-skies-com_1k.hdr' );
  59. hdr2Texture.mapping = THREE.EquirectangularReflectionMapping;
  60. hdr2Texture.generateMipmaps = true;
  61. hdr2Texture.minFilter = THREE.LinearMipmapLinearFilter;
  62. // nodes and environment
  63. const adjustments = {
  64. mix: 0,
  65. procedural: 0,
  66. intensity: 1,
  67. hue: 0,
  68. saturation: 1
  69. };
  70. const mixNode = reference( 'mix', 'float', adjustments );
  71. const proceduralNode = reference( 'procedural', 'float', adjustments );
  72. const intensityNode = reference( 'intensity', 'float', adjustments );
  73. const hueNode = reference( 'hue', 'float', adjustments );
  74. const saturationNode = reference( 'saturation', 'float', adjustments );
  75. const rotateY1Matrix = new THREE.Matrix4();
  76. const rotateY2Matrix = new THREE.Matrix4();
  77. const getEnvironmentNode = ( reflectNode, positionNode ) => {
  78. const custom1UV = reflectNode.xyz.mul( uniform( rotateY1Matrix ) );
  79. const custom2UV = reflectNode.xyz.mul( uniform( rotateY2Matrix ) );
  80. const mixCubeMaps = mix( pmremTexture( hdr1Texture, custom1UV ), pmremTexture( hdr2Texture, custom2UV ), positionNode.y.add( mixNode ).clamp() );
  81. const proceduralEnv = mix( mixCubeMaps, normalWorld, proceduralNode );
  82. const intensityFilter = proceduralEnv.mul( intensityNode );
  83. const hueFilter = hue( intensityFilter, hueNode );
  84. return saturation( hueFilter, saturationNode );
  85. };
  86. const blurNode = uniform( 0 );
  87. scene.environmentNode = getEnvironmentNode( reflectVector, positionWorld );
  88. scene.backgroundNode = getEnvironmentNode( positionWorldDirection, positionLocal ).context( {
  89. getTextureLevel: () => blurNode
  90. } );
  91. // scene objects
  92. const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
  93. const gltf = await loader.loadAsync( 'DamagedHelmet.gltf' );
  94. scene.add( gltf.scene );
  95. const sphereGeometry = new THREE.SphereGeometry( .5, 64, 32 );
  96. const sphereRightView = new THREE.Mesh( sphereGeometry, new THREE.MeshStandardMaterial( { roughness: 0, metalness: 1 } ) );
  97. sphereRightView.position.x += 2;
  98. const sphereLeftView = new THREE.Mesh( sphereGeometry, new THREE.MeshStandardMaterial( { roughness: 1, metalness: 1 } ) );
  99. sphereLeftView.position.x -= 2;
  100. scene.add( sphereLeftView );
  101. scene.add( sphereRightView );
  102. // renderer and controls
  103. renderer = new THREE.WebGPURenderer( { antialias: true } );
  104. renderer.setPixelRatio( window.devicePixelRatio );
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. renderer.toneMapping = THREE.LinearToneMapping;
  107. renderer.inspector = new Inspector();
  108. renderer.setAnimationLoop( render );
  109. container.appendChild( renderer.domElement );
  110. const controls = new OrbitControls( camera, renderer.domElement );
  111. controls.minDistance = 2;
  112. controls.maxDistance = 10;
  113. window.addEventListener( 'resize', onWindowResize );
  114. // gui
  115. const gui = renderer.inspector.createParameters( 'Settings' );
  116. gui.add( adjustments, 'mix', - 1, 2, 0.01 );
  117. gui.add( { blurBackground: blurNode.value }, 'blurBackground', 0, 1, 0.01 ).onChange( value => {
  118. blurNode.value = value;
  119. } );
  120. gui.add( { offsetHDR1: 0 }, 'offsetHDR1', 0, Math.PI * 2, 0.01 ).onChange( value => {
  121. rotateY1Matrix.makeRotationY( value );
  122. } );
  123. gui.add( { offsetHDR2: 0 }, 'offsetHDR2', 0, Math.PI * 2, 0.01 ).onChange( value => {
  124. rotateY2Matrix.makeRotationY( value );
  125. } );
  126. gui.add( adjustments, 'procedural', 0, 1, 0.01 );
  127. gui.add( adjustments, 'intensity', 0, 5, 0.01 );
  128. gui.add( adjustments, 'hue', 0, Math.PI * 2, 0.01 );
  129. gui.add( adjustments, 'saturation', 0, 2, 0.01 );
  130. }
  131. function onWindowResize() {
  132. camera.aspect = window.innerWidth / window.innerHeight;
  133. camera.updateProjectionMatrix();
  134. renderer.setSize( window.innerWidth, window.innerHeight );
  135. }
  136. //
  137. function render() {
  138. renderer.render( scene, camera );
  139. }
  140. </script>
  141. </body>
  142. </html>
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