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. <meta property="og:title" content="three.js webgpu - vfx tornado">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_tsl_vfx_tornado.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_tsl_vfx_tornado.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>VFX Tornado</span>
  18. </div>
  19. <small>
  20. Based on <a href="https://threejs-journey.com/lessons/galaxy-generator" target="_blank" rel="noopener">Three.js Journey</a> lesson.
  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 { luminance, cos, min, time, atan, uniform, pass, PI, TWO_PI, color, positionLocal, sin, texture, Fn, uv, vec2, vec3, vec4 } from 'three/tsl';
  36. import { bloom } from 'three/addons/tsl/display/BloomNode.js';
  37. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  38. import { Inspector } from 'three/addons/inspector/Inspector.js';
  39. let camera, scene, renderer, renderPipeline, controls;
  40. init();
  41. function init() {
  42. camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.1, 50 );
  43. camera.position.set( 1, 1, 3 );
  44. scene = new THREE.Scene();
  45. // textures
  46. const textureLoader = new THREE.TextureLoader();
  47. const perlinTexture = textureLoader.load( './textures/noises/perlin/rgb-256x256.png' );
  48. perlinTexture.wrapS = THREE.RepeatWrapping;
  49. perlinTexture.wrapT = THREE.RepeatWrapping;
  50. // TSL functions
  51. const toRadialUv = Fn( ( [ uv, multiplier, rotation, offset ] ) => {
  52. const centeredUv = uv.sub( 0.5 ).toVar();
  53. const distanceToCenter = centeredUv.length();
  54. const angle = atan( centeredUv.y, centeredUv.x );
  55. const radialUv = vec2( angle.add( PI ).div( TWO_PI ), distanceToCenter ).toVar();
  56. radialUv.mulAssign( multiplier );
  57. radialUv.x.addAssign( rotation );
  58. radialUv.y.addAssign( offset );
  59. return radialUv;
  60. } );
  61. const toSkewedUv = Fn( ( [ uv, skew ] ) => {
  62. return vec2(
  63. uv.x.add( uv.y.mul( skew.x ) ),
  64. uv.y.add( uv.x.mul( skew.y ) )
  65. );
  66. } );
  67. const twistedCylinder = Fn( ( [ position, parabolStrength, parabolOffset, parabolAmplitude, time ] ) => {
  68. const angle = atan( position.z, position.x ).toVar();
  69. const elevation = position.y;
  70. // parabol
  71. const radius = parabolStrength.mul( position.y.sub( parabolOffset ) ).pow( 2 ).add( parabolAmplitude ).toVar();
  72. // turbulences
  73. radius.addAssign( sin( elevation.sub( time ).mul( 20 ).add( angle.mul( 2 ) ) ).mul( 0.05 ) );
  74. const twistedPosition = vec3(
  75. cos( angle ).mul( radius ),
  76. elevation,
  77. sin( angle ).mul( radius )
  78. );
  79. return twistedPosition;
  80. } );
  81. // uniforms
  82. const emissiveColor = uniform( color( '#ff8b4d' ) );
  83. const timeScale = uniform( 0.2 );
  84. const parabolStrength = uniform( 1 );
  85. const parabolOffset = uniform( 0.3 );
  86. const parabolAmplitude = uniform( 0.2 );
  87. // tornado floor
  88. const floorMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, wireframe: false } );
  89. floorMaterial.outputNode = Fn( () => {
  90. const scaledTime = time.mul( timeScale );
  91. // noise 1
  92. const noise1Uv = toRadialUv(
  93. uv(),
  94. vec2( 0.5, 0.5 ),
  95. scaledTime,
  96. scaledTime
  97. );
  98. noise1Uv.assign( toSkewedUv(
  99. noise1Uv,
  100. vec2( - 1, 0 )
  101. ) );
  102. noise1Uv.mulAssign( vec2( 4, 1 ) );
  103. const noise1 = texture( perlinTexture, noise1Uv, 1 ).r.remap( 0.45, 0.7 );
  104. // noise 2
  105. const noise2Uv = toRadialUv(
  106. uv(),
  107. vec2( 2, 8 ),
  108. scaledTime.mul( 2 ),
  109. scaledTime.mul( 8 )
  110. );
  111. noise2Uv.assign( toSkewedUv(
  112. noise2Uv,
  113. vec2( - 0.25, 0 )
  114. ) );
  115. noise2Uv.mulAssign( vec2( 2, 0.25 ) );
  116. const noise2 = texture( perlinTexture, noise2Uv, 1 ).b.remap( 0.45, 0.7 );
  117. // outer fade
  118. const distanceToCenter = uv().sub( 0.5 ).toVar();
  119. const outerFade = min(
  120. distanceToCenter.length().oneMinus().smoothstep( 0.5, 0.9 ),
  121. distanceToCenter.length().smoothstep( 0, 0.2 )
  122. );
  123. // effect
  124. const effect = noise1.mul( noise2 ).mul( outerFade ).toVar();
  125. // output
  126. return vec4(
  127. emissiveColor.mul( effect.step( 0.2 ) ).mul( 3 ), // Emissive
  128. effect.smoothstep( 0, 0.01 ) // Alpha
  129. );
  130. } )();
  131. const floor = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), floorMaterial );
  132. floor.rotation.x = - Math.PI * 0.5;
  133. scene.add( floor );
  134. // tornado cylinder geometry
  135. const cylinderGeometry = new THREE.CylinderGeometry( 1, 1, 1, 20, 20, true );
  136. cylinderGeometry.translate( 0, 0.5, 0 );
  137. // tornado emissive cylinder
  138. const emissiveMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, side: THREE.DoubleSide, wireframe: false } );
  139. emissiveMaterial.positionNode = twistedCylinder( positionLocal, parabolStrength, parabolOffset, parabolAmplitude.sub( 0.05 ), time.mul( timeScale ) );
  140. emissiveMaterial.outputNode = Fn( () => {
  141. const scaledTime = time.mul( timeScale );
  142. // noise 1
  143. const noise1Uv = uv().add( vec2( scaledTime, scaledTime.negate() ) ).toVar();
  144. noise1Uv.assign( toSkewedUv(
  145. noise1Uv,
  146. vec2( - 1, 0 )
  147. ) );
  148. noise1Uv.mulAssign( vec2( 2, 0.25 ) );
  149. const noise1 = texture( perlinTexture, noise1Uv, 1 ).r.remap( 0.45, 0.7 );
  150. // noise 2
  151. const noise2Uv = uv().add( vec2( scaledTime.mul( 0.5 ), scaledTime.negate() ) ).toVar();
  152. noise2Uv.assign( toSkewedUv(
  153. noise2Uv,
  154. vec2( - 1, 0 )
  155. ) );
  156. noise2Uv.mulAssign( vec2( 5, 1 ) );
  157. const noise2 = texture( perlinTexture, noise2Uv, 1 ).g.remap( 0.45, 0.7 );
  158. // outer fade
  159. const outerFade = min(
  160. uv().y.smoothstep( 0, 0.1 ),
  161. uv().y.oneMinus().smoothstep( 0, 0.4 )
  162. );
  163. // effect
  164. const effect = noise1.mul( noise2 ).mul( outerFade );
  165. const emissiveColorLuminance = luminance( emissiveColor );
  166. // output
  167. return vec4(
  168. emissiveColor.mul( 1.2 ).div( emissiveColorLuminance ), // emissive
  169. effect.smoothstep( 0, 0.1 ) // alpha
  170. );
  171. } )();
  172. const emissive = new THREE.Mesh( cylinderGeometry, emissiveMaterial );
  173. emissive.scale.set( 1, 1, 1 );
  174. scene.add( emissive );
  175. // tornado dark cylinder
  176. const darkMaterial = new THREE.MeshBasicNodeMaterial( { transparent: true, side: THREE.DoubleSide, wireframe: false } );
  177. darkMaterial.positionNode = twistedCylinder( positionLocal, parabolStrength, parabolOffset, parabolAmplitude, time.mul( timeScale ) );
  178. darkMaterial.outputNode = Fn( () => {
  179. const scaledTime = time.mul( timeScale ).add( 123.4 );
  180. // noise 1
  181. const noise1Uv = uv().add( vec2( scaledTime, scaledTime.negate() ) ).toVar();
  182. noise1Uv.assign( toSkewedUv(
  183. noise1Uv,
  184. vec2( - 1, 0 )
  185. ) );
  186. noise1Uv.mulAssign( vec2( 2, 0.25 ) );
  187. const noise1 = texture( perlinTexture, noise1Uv, 1 ).g.remap( 0.45, 0.7 );
  188. // noise 2
  189. const noise2Uv = uv().add( vec2( scaledTime.mul( 0.5 ), scaledTime.negate() ) ).toVar();
  190. noise2Uv.assign( toSkewedUv(
  191. noise2Uv,
  192. vec2( - 1, 0 )
  193. ) );
  194. noise2Uv.mulAssign( vec2( 5, 1 ) );
  195. const noise2 = texture( perlinTexture, noise2Uv, 1 ).b.remap( 0.45, 0.7 );
  196. // outer fade
  197. const outerFade = min(
  198. uv().y.smoothstep( 0, 0.2 ),
  199. uv().y.oneMinus().smoothstep( 0, 0.4 )
  200. );
  201. // effect
  202. const effect = noise1.mul( noise2 ).mul( outerFade );
  203. return vec4(
  204. vec3( 0 ),
  205. effect.smoothstep( 0, 0.01 )
  206. );
  207. } )();
  208. const dark = new THREE.Mesh( cylinderGeometry, darkMaterial );
  209. dark.scale.set( 1, 1, 1 );
  210. scene.add( dark );
  211. // renderer
  212. renderer = new THREE.WebGPURenderer( { antialias: true } );
  213. renderer.setClearColor( 0x201919 );
  214. renderer.setPixelRatio( window.devicePixelRatio );
  215. renderer.setSize( window.innerWidth, window.innerHeight );
  216. renderer.setAnimationLoop( animate );
  217. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  218. renderer.inspector = new Inspector();
  219. document.body.appendChild( renderer.domElement );
  220. // post processing
  221. renderPipeline = new THREE.RenderPipeline( renderer );
  222. const scenePass = pass( scene, camera );
  223. const scenePassColor = scenePass.getTextureNode( 'output' );
  224. const bloomPass = bloom( scenePassColor, 1, 0.1, 1 );
  225. renderPipeline.outputNode = scenePassColor.add( bloomPass );
  226. // controls
  227. controls = new OrbitControls( camera, renderer.domElement );
  228. controls.target.y = 0.4;
  229. controls.enableDamping = true;
  230. controls.minDistance = 0.1;
  231. controls.maxDistance = 50;
  232. window.addEventListener( 'resize', onWindowResize );
  233. // debug
  234. const gui = renderer.inspector.createParameters( 'Parameters' );
  235. gui.addColor( { color: emissiveColor.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).onChange( value => emissiveColor.value.set( value ) ).name( 'emissiveColor' );
  236. gui.add( timeScale, 'value', - 1, 1, 0.01 ).name( 'timeScale' );
  237. gui.add( parabolStrength, 'value', 0, 2, 0.01 ).name( 'parabolStrength' );
  238. gui.add( parabolOffset, 'value', 0, 1, 0.01 ).name( 'parabolOffset' );
  239. gui.add( parabolAmplitude, 'value', 0, 2, 0.01 ).name( 'parabolAmplitude' );
  240. const bloomGui = gui.addFolder( 'bloom' );
  241. bloomGui.add( bloomPass.strength, 'value', 0, 10, 0.01 ).name( 'strength' );
  242. bloomGui.add( bloomPass.radius, 'value', 0, 1, 0.01 ).name( 'radius' );
  243. }
  244. function onWindowResize() {
  245. camera.aspect = window.innerWidth / window.innerHeight;
  246. camera.updateProjectionMatrix();
  247. renderer.setSize( window.innerWidth, window.innerHeight );
  248. }
  249. async function animate() {
  250. controls.update();
  251. renderPipeline.render();
  252. }
  253. </script>
  254. </body>
  255. </html>
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