webgpu_tsl_raging_sea.html 7.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - raging sea</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 - raging sea">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_tsl_raging_sea.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_tsl_raging_sea.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>Raging Sea</span>
  18. </div>
  19. <small>
  20. Based on <a href="https://threejs-journey.com/lessons/raging-sea" 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 { float, mx_noise_float, Loop, color, positionLocal, sin, vec2, vec3, mul, time, uniform, Fn, transformNormalToView } from 'three/tsl';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. import { Inspector } from 'three/addons/inspector/Inspector.js';
  38. let camera, scene, renderer, controls;
  39. init();
  40. function init() {
  41. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
  42. camera.position.set( 1.25, 1.25, 1.25 );
  43. scene = new THREE.Scene();
  44. // lights
  45. const directionalLight = new THREE.DirectionalLight( '#ffffff', 3 );
  46. directionalLight.position.set( - 4, 2, 0 );
  47. scene.add( directionalLight );
  48. // material
  49. const material = new THREE.MeshStandardNodeMaterial( { color: '#271442', roughness: 0.15 } );
  50. const emissiveColor = uniform( color( '#ff0a81' ) );
  51. const emissiveLow = uniform( - 0.25 );
  52. const emissiveHigh = uniform( 0.2 );
  53. const emissivePower = uniform( 7 );
  54. const largeWavesFrequency = uniform( vec2( 3, 1 ) );
  55. const largeWavesSpeed = uniform( 1.25 );
  56. const largeWavesMultiplier = uniform( 0.15 );
  57. const smallWavesIterations = uniform( 3 );
  58. const smallWavesFrequency = uniform( 2 );
  59. const smallWavesSpeed = uniform( 0.3 );
  60. const smallWavesMultiplier = uniform( 0.18 );
  61. const normalComputeShift = uniform( 0.01 );
  62. // TSL functions
  63. const wavesElevation = Fn( ( [ position ] ) => {
  64. // large waves
  65. const elevation = mul(
  66. sin( position.x.mul( largeWavesFrequency.x ).add( time.mul( largeWavesSpeed ) ) ),
  67. sin( position.z.mul( largeWavesFrequency.y ).add( time.mul( largeWavesSpeed ) ) ),
  68. largeWavesMultiplier
  69. ).toVar();
  70. Loop( { start: float( 1 ), end: smallWavesIterations.add( 1 ) }, ( { i } ) => {
  71. const noiseInput = vec3(
  72. position.xz
  73. .add( 2 ) // avoids a-hole pattern
  74. .mul( smallWavesFrequency )
  75. .mul( i ),
  76. time.mul( smallWavesSpeed )
  77. );
  78. const wave = mx_noise_float( noiseInput, 1, 0 )
  79. .mul( smallWavesMultiplier )
  80. .div( i )
  81. .abs();
  82. elevation.subAssign( wave );
  83. } );
  84. return elevation;
  85. } );
  86. // position
  87. const elevation = wavesElevation( positionLocal );
  88. const position = positionLocal.add( vec3( 0, elevation, 0 ) );
  89. material.positionNode = position;
  90. // normals
  91. let positionA = positionLocal.add( vec3( normalComputeShift, 0, 0 ) );
  92. let positionB = positionLocal.add( vec3( 0, 0, normalComputeShift.negate() ) );
  93. positionA = positionA.add( vec3( 0, wavesElevation( positionA ), 0 ) );
  94. positionB = positionB.add( vec3( 0, wavesElevation( positionB ), 0 ) );
  95. const toA = positionA.sub( position ).normalize();
  96. const toB = positionB.sub( position ).normalize();
  97. const normal = toA.cross( toB );
  98. material.normalNode = transformNormalToView( normal );
  99. // emissive
  100. const emissive = elevation.remap( emissiveHigh, emissiveLow ).pow( emissivePower );
  101. material.emissiveNode = emissiveColor.mul( emissive );
  102. // mesh
  103. const geometry = new THREE.PlaneGeometry( 2, 2, 256, 256 );
  104. geometry.rotateX( - Math.PI * 0.5 );
  105. const mesh = new THREE.Mesh( geometry, material );
  106. scene.add( mesh );
  107. // renderer
  108. renderer = new THREE.WebGPURenderer( { antialias: true } );
  109. renderer.setPixelRatio( window.devicePixelRatio );
  110. renderer.setSize( window.innerWidth, window.innerHeight );
  111. renderer.setAnimationLoop( animate );
  112. renderer.inspector = new Inspector();
  113. document.body.appendChild( renderer.domElement );
  114. // controls
  115. controls = new OrbitControls( camera, renderer.domElement );
  116. controls.target.y = - 0.25;
  117. controls.enableDamping = true;
  118. controls.minDistance = 0.1;
  119. controls.maxDistance = 50;
  120. // debug
  121. const gui = renderer.inspector.createParameters( 'Parameters' );
  122. gui.addColor( { color: material.color.getHex( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => material.color.set( value ) );
  123. gui.add( material, 'roughness', 0, 1, 0.001 );
  124. const colorGui = gui.addFolder( 'emissive' );
  125. colorGui.addColor( { color: emissiveColor.value.getHex( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => emissiveColor.value.set( value ) );
  126. colorGui.add( emissiveLow, 'value', - 1, 0, 0.001 ).name( 'low' );
  127. colorGui.add( emissiveHigh, 'value', 0, 1, 0.001 ).name( 'high' );
  128. colorGui.add( emissivePower, 'value', 1, 10, 1 ).name( 'power' );
  129. const wavesGui = gui.addFolder( 'waves' );
  130. wavesGui.add( largeWavesSpeed, 'value', 0, 5 ).name( 'largeSpeed' );
  131. wavesGui.add( largeWavesMultiplier, 'value', 0, 1 ).name( 'largeMultiplier' );
  132. wavesGui.add( largeWavesFrequency.value, 'x', 0, 10 ).name( 'largeFrequencyX' );
  133. wavesGui.add( largeWavesFrequency.value, 'y', 0, 10 ).name( 'largeFrequencyY' );
  134. wavesGui.add( smallWavesIterations, 'value', 0, 5, 1 ).name( 'smallIterations' );
  135. wavesGui.add( smallWavesFrequency, 'value', 0, 10 ).name( 'smallFrequency' );
  136. wavesGui.add( smallWavesSpeed, 'value', 0, 1 ).name( 'smallSpeed' );
  137. wavesGui.add( smallWavesMultiplier, 'value', 0, 1 ).name( 'smallMultiplier' );
  138. wavesGui.add( normalComputeShift, 'value', 0, 0.1, 0.0001 ).name( 'normalComputeShift' );
  139. // events
  140. window.addEventListener( 'resize', onWindowResize );
  141. }
  142. function onWindowResize() {
  143. camera.aspect = window.innerWidth / window.innerHeight;
  144. camera.updateProjectionMatrix();
  145. renderer.setSize( window.innerWidth, window.innerHeight );
  146. }
  147. async function animate() {
  148. controls.update();
  149. renderer.render( scene, camera );
  150. }
  151. </script>
  152. </body>
  153. </html>
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