184 lines
4.7 KiB
HTML
184 lines
4.7 KiB
HTML
<html lang="en">
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<head>
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<title>three.js - WebGPU - Custom Lighting Model</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Custom Lighting Model<br/>(Chrome Canary with flag: --enable-unsafe-webgpu)
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
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import WebGPU from './jsm/renderers/webgpu/WebGPU.js';
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import { OrbitControls } from './jsm/controls/OrbitControls.js';
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import ContextNode from './jsm/renderers/nodes/core/ContextNode.js';
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import FunctionNode from './jsm/renderers/nodes/core/FunctionNode.js';
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import LightsNode from './jsm/renderers/nodes/lights/LightsNode.js';
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let camera, scene, renderer;
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let light1, light2, light3;
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init().then( animate ).catch( error );
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async function init() {
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if ( WebGPU.isAvailable() === false ) {
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document.body.appendChild( WebGPU.getErrorMessage() );
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throw 'No WebGPU support';
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}
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
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camera.position.z = 2;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x222222 );
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// lights
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const sphere = new THREE.SphereGeometry( 0.02, 16, 8 );
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light1 = new THREE.PointLight( 0xffaa00, 2, 1 );
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light1.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) ) );
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scene.add( light1 );
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light2 = new THREE.PointLight( 0x0040ff, 2, 1 );
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light2.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x0040ff } ) ) );
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scene.add( light2 );
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light3 = new THREE.PointLight( 0x80ff80, 2, 1 );
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light3.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x80ff80 } ) ) );
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scene.add( light3 );
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//light nodes ( selective lights )
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const allLightsNode = LightsNode.fromLights( [ light1, light2, light3 ] );
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// points
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const points = [];
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for ( let i = 0; i < 3000; i ++ ) {
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const point = new THREE.Vector3().random().subScalar( 0.5 ).multiplyScalar( 2 );
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points.push( point );
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}
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const geometryPoints = new THREE.BufferGeometry().setFromPoints( points );
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const materialPoints = new THREE.PointsMaterial();
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// custom lighting model
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const RE_Direct = new FunctionNode( `
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void ( vec3 lightColor ) {
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// lightColor returns the light color with the intensity calculated
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ReflectedLightDirectDiffuse += lightColor;
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}` );
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const RE_IndirectDiffuse = new FunctionNode( `
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void ( ) {
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//ReflectedLightIndirectDiffuse += vec3( 0.0 );
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}` );
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const lightingModelContext = new ContextNode( allLightsNode );
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lightingModelContext.setParameter( 'RE_Direct', RE_Direct );
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lightingModelContext.setParameter( 'RE_IndirectDiffuse', RE_IndirectDiffuse );
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materialPoints.lightNode = lightingModelContext;
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//
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const pointCloud = new THREE.Points( geometryPoints, materialPoints );
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scene.add( pointCloud );
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//
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renderer = new WebGPURenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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// controls
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 0;
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controls.maxDistance = 4;
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// events
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window.addEventListener( 'resize', onWindowResize, false );
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//
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return renderer.init();
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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requestAnimationFrame( animate );
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const time = Date.now() * 0.0005;
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const scale = .5;
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light1.position.x = Math.sin( time * 0.7 ) * scale;
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light1.position.y = Math.cos( time * 0.5 ) * scale;
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light1.position.z = Math.cos( time * 0.3 ) * scale;
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light2.position.x = Math.cos( time * 0.3 ) * scale;
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light2.position.y = Math.sin( time * 0.5 ) * scale;
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light2.position.z = Math.sin( time * 0.7 ) * scale;
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light3.position.x = Math.sin( time * 0.7 ) * scale;
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light3.position.y = Math.cos( time * 0.3 ) * scale;
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light3.position.z = Math.sin( time * 0.5 ) * scale;
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renderer.render( scene, camera );
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}
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function error( error ) {
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console.error( error );
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}
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</script>
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</body>
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</html>
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