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apt-nl-map/static/Magic4/js/three.js-dev/examples/webgpu_materials.html
2024-12-04 10:21:04 +08:00

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - WebGPU - Materials</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Materials<br/>(Chrome Canary with flag: --enable-unsafe-webgpu)
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
import WebGPU from './jsm/renderers/webgpu/WebGPU.js';
import { TeapotGeometry } from './jsm/geometries/TeapotGeometry.js';
import AttributeNode from './jsm/renderers/nodes/core/AttributeNode.js';
import PositionNode from './jsm/renderers/nodes/accessors/PositionNode.js';
import NormalNode from './jsm/renderers/nodes/accessors/NormalNode.js';
import TextureNode from './jsm/renderers/nodes/inputs/TextureNode.js';
import Stats from './jsm/libs/stats.module.js';
let stats;
let camera, scene, renderer;
const objects = [], materials = [];
init().then( animate ).catch( error );
async function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw 'No WebGPU support';
}
const container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0, 200, 800 );
scene = new THREE.Scene();
// Grid
const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
helper.material.colorNode = new AttributeNode( 'color', 'vec3' );
helper.position.y = - 75;
scene.add( helper );
// Materials
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load( './textures/uv_grid_opengl.jpg' );
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
let material;
// PositionNode.LOCAL
material = new THREE.MeshBasicMaterial();
material.colorNode = new PositionNode( PositionNode.LOCAL );
materials.push( material );
// NormalNode.LOCAL
material = new THREE.MeshBasicMaterial();
material.colorNode = new NormalNode( NormalNode.LOCAL );
materials.push( material );
// NormalNode.WORLD
material = new THREE.MeshBasicMaterial();
material.colorNode = new NormalNode( NormalNode.WORLD );
materials.push( material );
// NormalNode.VIEW
material = new THREE.MeshBasicMaterial();
material.colorNode = new NormalNode( NormalNode.VIEW );
materials.push( material );
// TextureNode
material = new THREE.MeshBasicMaterial();
material.colorNode = new TextureNode( texture );
materials.push( material );
// Opacity
material = new THREE.MeshBasicMaterial();
material.opacityNode = new TextureNode( texture );
material.transparent = true;
materials.push( material );
// Geometry
const geometry = new TeapotGeometry( 50, 18 );
for ( let i = 0, l = materials.length; i < l; i ++ ) {
addMesh( geometry, materials[ i ] );
}
//
renderer = new WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
return renderer.init();
}
function addMesh( geometry, material ) {
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = ( objects.length % 4 ) * 200 - 400;
mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
mesh.rotation.x = Math.random() * 200 - 100;
mesh.rotation.y = Math.random() * 200 - 100;
mesh.rotation.z = Math.random() * 200 - 100;
objects.push( mesh );
scene.add( mesh );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const timer = 0.0001 * Date.now();
camera.position.x = Math.cos( timer ) * 1000;
camera.position.z = Math.sin( timer ) * 1000;
camera.lookAt( scene.position );
for ( let i = 0, l = objects.length; i < l; i ++ ) {
const object = objects[ i ];
object.rotation.x += 0.01;
object.rotation.y += 0.005;
}
renderer.render( scene, camera );
}
function error( error ) {
console.error( error );
}
</script>
</body>
</html>