webgpu_postprocessing_godrays.html 7.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - postprocessing - godrays</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 - postprocessing - godrays">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_postprocessing_godrays.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_postprocessing_godrays.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>Godrays</span>
  18. </div>
  19. <small>
  20. Screen-space raymarched Godrays.
  21. </small>
  22. </div>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../build/three.webgpu.js",
  27. "three/webgpu": "../build/three.webgpu.js",
  28. "three/tsl": "../build/three.tsl.js",
  29. "three/addons/": "./jsm/"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three/webgpu';
  35. import { pass, uniform, float, int, color } from 'three/tsl';
  36. import { godrays } from 'three/addons/tsl/display/GodraysNode.js';
  37. import { bilateralBlur } from 'three/addons/tsl/display/BilateralBlurNode.js';
  38. import { depthAwareBlend } from 'three/addons/tsl/display/depthAwareBlend.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, controls, scene, renderer, renderPipeline;
  43. const params = {
  44. enabledBlur: true,
  45. };
  46. init();
  47. async function init() {
  48. camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 );
  49. camera.position.set( - 175, 50, 0 );
  50. scene = new THREE.Scene();
  51. scene.background = new THREE.Color( 0x000000 );
  52. // asset
  53. const loader = new GLTFLoader();
  54. const gltf = await loader.loadAsync( 'models/gltf/godrays_demo.glb' );
  55. scene.add( gltf.scene );
  56. const pillars = gltf.scene.getObjectByName( 'concrete' );
  57. pillars.material = new THREE.MeshStandardMaterial( {
  58. color: 0x333333,
  59. } );
  60. const base = gltf.scene.getObjectByName( 'base' );
  61. base.material = new THREE.MeshStandardMaterial( {
  62. color: 0x333333,
  63. side: THREE.DoubleSide,
  64. } );
  65. // lights
  66. const lightPos = new THREE.Vector3( 0, 50, 0 );
  67. const lightSphereMaterial = new THREE.MeshBasicMaterial( {
  68. color: 0xffffff,
  69. } );
  70. const lightSphere = new THREE.Mesh( new THREE.SphereGeometry( 0.5, 16, 16 ), lightSphereMaterial );
  71. lightSphere.position.copy( lightPos );
  72. scene.add( lightSphere );
  73. scene.add( new THREE.AmbientLight( 0xcccccc, 0.4 ) );
  74. const pointLight = new THREE.PointLight( 0xf6287d, 10000 );
  75. pointLight.castShadow = true;
  76. pointLight.shadow.bias = - 0.00001;
  77. pointLight.shadow.mapSize.width = 2048;
  78. pointLight.shadow.mapSize.height = 2048;
  79. pointLight.position.copy( lightPos );
  80. scene.add( pointLight );
  81. setupBackdrop();
  82. // shadow setup
  83. scene.traverse( obj => {
  84. if ( obj.isMesh === true ) {
  85. obj.castShadow = true;
  86. obj.receiveShadow = true;
  87. }
  88. } );
  89. lightSphere.castShadow = false;
  90. lightSphere.receiveShadow = false;
  91. // renderer
  92. renderer = new THREE.WebGPURenderer();
  93. renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. renderer.setAnimationLoop( animate );
  96. renderer.inspector = new Inspector();
  97. renderer.shadowMap.enabled = true;
  98. document.body.appendChild( renderer.domElement );
  99. // post processing
  100. renderPipeline = new THREE.RenderPipeline( renderer );
  101. // beauty
  102. const scenePass = pass( scene, camera );
  103. const scenePassColor = scenePass.getTextureNode( 'output' );
  104. const scenePassDepth = scenePass.getTextureNode( 'depth' );
  105. // godrays
  106. const godraysPass = godrays( scenePassDepth, camera, pointLight );
  107. const godraysPassColor = godraysPass.getTextureNode();
  108. // blur
  109. const blurPass = bilateralBlur( godraysPassColor );
  110. const blurPassColor = blurPass.getTextureNode();
  111. // composite
  112. const blendColor = uniform( color( 0xf6287d ) );
  113. const edgeRadius = uniform( int( 2 ) );
  114. const edgeStrength = uniform( float( 2 ) );
  115. const outputBlurred = depthAwareBlend( scenePassColor, blurPassColor, scenePassDepth, camera, { blendColor, edgeRadius, edgeStrength } );
  116. const outputRaw = depthAwareBlend( scenePassColor, godraysPassColor, scenePassDepth, camera, { blendColor, edgeRadius, edgeStrength } );
  117. renderPipeline.outputNode = outputBlurred;
  118. // GUI
  119. const gui = renderer.inspector.createParameters( 'Settings' );
  120. const godraysFolder = gui.addFolder( 'Godrays' );
  121. godraysFolder.add( godraysPass.raymarchSteps, 'value', 24, 120 ).step( 1 ).name( 'raymarch steps' );
  122. godraysFolder.add( godraysPass.density, 'value', 0, 1 ).name( 'density' );
  123. godraysFolder.add( godraysPass.maxDensity, 'value', 0, 1 ).name( 'max density' );
  124. godraysFolder.add( godraysPass.distanceAttenuation, 'value', 0, 5 ).name( 'distance attenuation' );
  125. const compositeFolder = gui.addFolder( 'composite' );
  126. compositeFolder.add( edgeRadius, 'value', 0, 5, 1 ).name( 'edge radius' );
  127. compositeFolder.add( edgeStrength, 'value', 0, 5 ).name( 'edge strength' );
  128. const blurFolder = gui.addFolder( 'blur' );
  129. blurFolder.add( params, 'enabledBlur' ).name( 'enabled' ).onChange( ( value ) => {
  130. if ( value === true ) {
  131. renderPipeline.outputNode = outputBlurred;
  132. } else {
  133. renderPipeline.outputNode = outputRaw;
  134. }
  135. renderPipeline.needsUpdate = true;
  136. } );
  137. //
  138. controls = new OrbitControls( camera, renderer.domElement );
  139. controls.target.set( 0, 0.5, 0 );
  140. controls.enableDamping = true;
  141. controls.maxDistance = 200;
  142. controls.update();
  143. window.addEventListener( 'resize', onWindowResize );
  144. }
  145. function setupBackdrop() {
  146. const backdropDistance = 200;
  147. // Add backdrop walls `backdropDistance` units away from the origin
  148. const backdropGeometry = new THREE.PlaneGeometry( 400, 200 );
  149. const backdropMaterial = new THREE.MeshBasicMaterial( {
  150. color: 0x000000,
  151. side: THREE.DoubleSide,
  152. } );
  153. const backdropLeft = new THREE.Mesh( backdropGeometry, backdropMaterial );
  154. backdropLeft.position.set( - backdropDistance, 100, 0 );
  155. backdropLeft.rotateY( Math.PI / 2 );
  156. scene.add( backdropLeft );
  157. const backdropRight = new THREE.Mesh( backdropGeometry, backdropMaterial );
  158. backdropRight.position.set( backdropDistance, 100, 0 );
  159. backdropRight.rotateY( Math.PI / 2 );
  160. scene.add( backdropRight );
  161. const backdropFront = new THREE.Mesh( backdropGeometry, backdropMaterial );
  162. backdropFront.position.set( 0, 100, - backdropDistance );
  163. scene.add( backdropFront );
  164. const backdropBack = new THREE.Mesh( backdropGeometry, backdropMaterial );
  165. backdropBack.position.set( 0, 100, backdropDistance );
  166. scene.add( backdropBack );
  167. const backdropTop = new THREE.Mesh( backdropGeometry, backdropMaterial );
  168. backdropTop.position.set( 0, 200, 0 );
  169. backdropTop.rotateX( Math.PI / 2 );
  170. backdropTop.scale.set( 3, 6, 1 );
  171. scene.add( backdropTop );
  172. }
  173. function onWindowResize() {
  174. camera.aspect = window.innerWidth / window.innerHeight;
  175. camera.updateProjectionMatrix();
  176. renderer.setSize( window.innerWidth, window.innerHeight );
  177. }
  178. function animate() {
  179. controls.update();
  180. renderPipeline.render();
  181. }
  182. </script>
  183. </body>
  184. </html>
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