webgpu_tsl_procedural_terrain.html 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - procedural terrain</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 - procedural terrain">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_tsl_procedural_terrain.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_tsl_procedural_terrain.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>Procedural Terrain</span>
  18. </div>
  19. <small>
  20. Based on <a href="https://threejs-journey.com/lessons/procedural-terrain-shader" target="_blank" rel="noopener">Three.js Journey</a> lessons.
  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 { mx_noise_float, color, cross, dot, float, transformNormalToView, positionLocal, sign, step, Fn, uniform, varying, vec2, vec3, Loop } from 'three/tsl';
  36. import { Inspector } from 'three/addons/inspector/Inspector.js';
  37. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  38. import { HDRLoader } from 'three/addons/loaders/HDRLoader.js';
  39. let camera, scene, renderer, controls, drag;
  40. init();
  41. function init() {
  42. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 100 );
  43. camera.position.set( - 10, 8, - 2.2 );
  44. scene = new THREE.Scene();
  45. scene.background = new THREE.Color( 0x201919 );
  46. // environment
  47. const hdrLoader = new HDRLoader();
  48. hdrLoader.load( './textures/equirectangular/pedestrian_overpass_1k.hdr', ( environmentMap ) => {
  49. environmentMap.mapping = THREE.EquirectangularReflectionMapping;
  50. scene.background = environmentMap;
  51. scene.backgroundBlurriness = 0.5;
  52. scene.environment = environmentMap;
  53. } );
  54. // lights
  55. const directionalLight = new THREE.DirectionalLight( '#ffffff', 2 );
  56. directionalLight.position.set( 6.25, 3, 4 );
  57. directionalLight.castShadow = true;
  58. directionalLight.shadow.mapSize.set( 1024, 1024 );
  59. directionalLight.shadow.camera.near = 0.1;
  60. directionalLight.shadow.camera.far = 30;
  61. directionalLight.shadow.camera.top = 8;
  62. directionalLight.shadow.camera.right = 8;
  63. directionalLight.shadow.camera.bottom = - 8;
  64. directionalLight.shadow.camera.left = - 8;
  65. directionalLight.shadow.normalBias = 0.05;
  66. scene.add( directionalLight );
  67. // terrain
  68. const material = new THREE.MeshStandardNodeMaterial( {
  69. metalness: 0,
  70. roughness: 0.5,
  71. color: '#85d534'
  72. } );
  73. const noiseIterations = uniform( 3 );
  74. const positionFrequency = uniform( 0.175 );
  75. const warpFrequency = uniform( 6 );
  76. const warpStrength = uniform( 1 );
  77. const strength = uniform( 10 );
  78. const offset = uniform( vec2( 0, 0 ) );
  79. const normalLookUpShift = uniform( 0.01 );
  80. const colorSand = uniform( color( '#ffe894' ) );
  81. const colorGrass = uniform( color( '#85d534' ) );
  82. const colorSnow = uniform( color( '#ffffff' ) );
  83. const colorRock = uniform( color( '#bfbd8d' ) );
  84. const vNormal = varying( vec3() );
  85. const vPosition = varying( vec3() );
  86. const terrainElevation = Fn( ( [ position ] ) => {
  87. const warpedPosition = position.add( offset ).toVar();
  88. warpedPosition.addAssign( mx_noise_float( warpedPosition.mul( positionFrequency ).mul( warpFrequency ), 1, 0 ).mul( warpStrength ) );
  89. const elevation = float( 0 ).toVar();
  90. Loop( { type: 'float', start: float( 1 ), end: noiseIterations.toFloat(), condition: '<=' }, ( { i } ) => {
  91. const noiseInput = warpedPosition.mul( positionFrequency ).mul( i.mul( 2 ) ).add( i.mul( 987 ) );
  92. const noise = mx_noise_float( noiseInput, 1, 0 ).div( i.add( 1 ).mul( 2 ) );
  93. elevation.addAssign( noise );
  94. } );
  95. const elevationSign = sign( elevation );
  96. elevation.assign( elevation.abs().pow( 2 ).mul( elevationSign ).mul( strength ) );
  97. return elevation;
  98. } );
  99. material.positionNode = Fn( () => {
  100. // neighbours positions
  101. const neighbourA = positionLocal.xyz.add( vec3( normalLookUpShift, 0.0, 0.0 ) ).toVar();
  102. const neighbourB = positionLocal.xyz.add( vec3( 0.0, 0.0, normalLookUpShift.negate() ) ).toVar();
  103. // elevations
  104. const position = positionLocal.xyz.toVar();
  105. const elevation = terrainElevation( positionLocal.xz );
  106. position.y.addAssign( elevation );
  107. neighbourA.y.addAssign( terrainElevation( neighbourA.xz ) );
  108. neighbourB.y.addAssign( terrainElevation( neighbourB.xz ) );
  109. // compute normal
  110. const toA = neighbourA.sub( position ).normalize();
  111. const toB = neighbourB.sub( position ).normalize();
  112. vNormal.assign( cross( toA, toB ) );
  113. // varyings
  114. vPosition.assign( position.add( vec3( offset.x, 0, offset.y ) ) );
  115. return position;
  116. } )();
  117. material.normalNode = transformNormalToView( vNormal );
  118. material.colorNode = Fn( () => {
  119. const finalColor = colorSand.toVar();
  120. // grass
  121. const grassMix = step( - 0.06, vPosition.y );
  122. finalColor.assign( grassMix.mix( finalColor, colorGrass ) );
  123. // rock
  124. const rockMix = step( 0.5, dot( vNormal, vec3( 0, 1, 0 ) ) ).oneMinus().mul( step( - 0.06, vPosition.y ) );
  125. finalColor.assign( rockMix.mix( finalColor, colorRock ) );
  126. // snow
  127. const snowThreshold = mx_noise_float( vPosition.xz.mul( 25 ), 1, 0 ).mul( 0.1 ).add( 0.45 );
  128. const snowMix = step( snowThreshold, vPosition.y );
  129. finalColor.assign( snowMix.mix( finalColor, colorSnow ) );
  130. return finalColor;
  131. } )();
  132. const geometry = new THREE.PlaneGeometry( 10, 10, 500, 500 );
  133. geometry.deleteAttribute( 'uv' );
  134. geometry.deleteAttribute( 'normal' );
  135. geometry.rotateX( - Math.PI * 0.5 );
  136. const terrain = new THREE.Mesh( geometry, material );
  137. terrain.receiveShadow = true;
  138. terrain.castShadow = true;
  139. scene.add( terrain );
  140. // water
  141. const water = new THREE.Mesh(
  142. new THREE.PlaneGeometry( 10, 10, 1, 1 ),
  143. new THREE.MeshPhysicalMaterial( {
  144. transmission: 1,
  145. roughness: 0.5,
  146. ior: 1.333,
  147. color: '#4db2ff'
  148. } )
  149. );
  150. water.rotation.x = - Math.PI * 0.5;
  151. water.position.y = - 0.1;
  152. scene.add( water );
  153. // drag
  154. drag = {};
  155. drag.screenCoords = new THREE.Vector2();
  156. drag.prevWorldCoords = new THREE.Vector3();
  157. drag.worldCoords = new THREE.Vector3();
  158. drag.raycaster = new THREE.Raycaster();
  159. drag.down = false;
  160. drag.hover = false;
  161. drag.object = new THREE.Mesh( new THREE.PlaneGeometry( 10, 10, 1, 1 ), new THREE.MeshBasicMaterial() );
  162. drag.object.rotation.x = - Math.PI * 0.5;
  163. drag.object.visible = false;
  164. scene.add( drag.object );
  165. drag.getIntersect = () => {
  166. drag.raycaster.setFromCamera( drag.screenCoords, camera );
  167. const intersects = drag.raycaster.intersectObject( drag.object );
  168. if ( intersects.length )
  169. return intersects[ 0 ];
  170. return null;
  171. };
  172. drag.update = () => {
  173. const intersect = drag.getIntersect();
  174. if ( intersect ) {
  175. drag.hover = true;
  176. if ( ! drag.down )
  177. renderer.domElement.style.cursor = 'grab';
  178. } else {
  179. drag.hover = false;
  180. renderer.domElement.style.cursor = 'default';
  181. }
  182. if ( drag.hover && drag.down ) {
  183. drag.worldCoords.copy( intersect.point );
  184. const delta = drag.prevWorldCoords.sub( drag.worldCoords );
  185. offset.value.x += delta.x;
  186. offset.value.y += delta.z;
  187. }
  188. drag.prevWorldCoords.copy( drag.worldCoords );
  189. };
  190. // renderer
  191. renderer = new THREE.WebGPURenderer( { antialias: true } );
  192. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  193. renderer.shadowMap.enabled = true;
  194. renderer.setPixelRatio( window.devicePixelRatio );
  195. renderer.setSize( window.innerWidth, window.innerHeight );
  196. renderer.setAnimationLoop( animate );
  197. document.body.appendChild( renderer.domElement );
  198. // inspector
  199. renderer.inspector = new Inspector();
  200. document.body.appendChild( renderer.inspector.domElement );
  201. // controls
  202. controls = new OrbitControls( camera, renderer.domElement );
  203. controls.maxPolarAngle = Math.PI * 0.45;
  204. controls.target.y = - 0.5;
  205. controls.enableDamping = true;
  206. controls.minDistance = 0.1;
  207. controls.maxDistance = 50;
  208. // debug
  209. const gui = renderer.inspector.createParameters( 'Parameters' );
  210. const terrainGui = gui.addFolder( '🏔️ terrain' );
  211. terrainGui.add( noiseIterations, 'value', 0, 10, 1 ).name( 'noiseIterations' );
  212. terrainGui.add( positionFrequency, 'value', 0, 1, 0.001 ).name( 'positionFrequency' );
  213. terrainGui.add( strength, 'value', 0, 20, 0.001 ).name( 'strength' );
  214. terrainGui.add( warpFrequency, 'value', 0, 20, 0.001 ).name( 'warpFrequency' );
  215. terrainGui.add( warpStrength, 'value', 0, 2, 0.001 ).name( 'warpStrength' );
  216. terrainGui.addColor( { color: colorSand.value }, 'color' ).name( 'colorSand' );
  217. terrainGui.addColor( { color: colorGrass.value }, 'color' ).name( 'colorGrass' );
  218. terrainGui.addColor( { color: colorSnow.value }, 'color' ).name( 'colorSnow' );
  219. terrainGui.addColor( { color: colorRock.value }, 'color' ).name( 'colorRock' );
  220. const waterGui = gui.addFolder( '💧 water' );
  221. waterGui.add( water.material, 'roughness', 0, 1, 0.01 );
  222. waterGui.add( water.material, 'ior', 1, 2, 0.001 );
  223. waterGui.addColor( { color: water.material.color }, 'color' ).name( 'color' );
  224. // events
  225. window.addEventListener( 'pointermove', ( event ) => {
  226. drag.screenCoords.x = ( event.clientX / window.innerWidth - 0.5 ) * 2;
  227. drag.screenCoords.y = - ( event.clientY / window.innerHeight - 0.5 ) * 2;
  228. } );
  229. renderer.domElement.addEventListener( 'pointerdown', () => {
  230. if ( drag.hover ) {
  231. renderer.domElement.style.cursor = 'grabbing';
  232. controls.enabled = false;
  233. drag.down = true;
  234. drag.object.scale.setScalar( 10 );
  235. const intersect = drag.getIntersect();
  236. drag.prevWorldCoords.copy( intersect.point );
  237. drag.worldCoords.copy( intersect.point );
  238. }
  239. } );
  240. window.addEventListener( 'pointerup', () => {
  241. drag.down = false;
  242. controls.enabled = true;
  243. drag.object.scale.setScalar( 1 );
  244. } );
  245. window.addEventListener( 'resize', onWindowResize );
  246. }
  247. function onWindowResize() {
  248. camera.aspect = window.innerWidth / window.innerHeight;
  249. camera.updateProjectionMatrix();
  250. renderer.setSize( window.innerWidth, window.innerHeight );
  251. }
  252. async function animate() {
  253. controls.update();
  254. drag.update();
  255. renderer.render( scene, camera );
  256. }
  257. </script>
  258. </body>
  259. </html>
粤ICP备19079148号