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216 lines
6.7 KiB
216 lines
6.7 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - cubemap adjustments</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> - Env. Adjustments<br />
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Battle Damaged Sci-fi Helmet by
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<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br />
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</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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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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"three/addons/": "./jsm/",
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"three/nodes": "./jsm/nodes/Nodes.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 * as Nodes from 'three/nodes';
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import { uniform, mix, cubeTexture, mul, reference, add, positionWorld, normalWorld, modelWorldMatrix, transformDirection, clamp, saturation, hue, reflectVector, context } from 'three/nodes';
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import WebGPU from 'three/addons/capabilities/WebGPU.js';
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import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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import { RGBMLoader } from 'three/addons/loaders/RGBMLoader.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let camera, scene, renderer;
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init();
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function init() {
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if ( WebGPU.isAvailable() === false ) {
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document.body.appendChild( WebGPU.getErrorMessage() );
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throw new Error( 'No WebGPU support' );
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}
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const container = document.createElement( 'div' );
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document.body.appendChild( container );
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const initialDistance = 2;
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
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camera.position.set( - 1.8 * initialDistance, 0.6 * initialDistance, 2.7 * initialDistance );
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scene = new THREE.Scene();
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// cube textures
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const rgbmUrls = [ 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' ];
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const cube1Texture = new RGBMLoader()
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.setMaxRange( 16 )
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.setPath( './textures/cube/pisaRGBM16/' )
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.loadCubemap( rgbmUrls );
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cube1Texture.generateMipmaps = true;
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cube1Texture.minFilter = THREE.LinearMipmapLinearFilter;
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const cube2Urls = [ 'posx.jpg', 'negx.jpg', 'posy.jpg', 'negy.jpg', 'posz.jpg', 'negz.jpg' ];
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const cube2Texture = new THREE.CubeTextureLoader()
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.setPath( './textures/cube/Park2/' )
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.load( cube2Urls );
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cube2Texture.generateMipmaps = true;
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cube2Texture.minFilter = THREE.LinearMipmapLinearFilter;
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// nodes and environment
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const adjustments = {
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mix: 0,
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procedural: 0,
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intensity: 1,
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hue: 0,
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saturation: 1
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};
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const mixNode = reference( 'mix', 'float', adjustments );
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const proceduralNode = reference( 'procedural', 'float', adjustments );
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const intensityNode = reference( 'intensity', 'float', adjustments );
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const hueNode = reference( 'hue', 'float', adjustments );
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const saturationNode = reference( 'saturation', 'float', adjustments );
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const rotateY1Matrix = new THREE.Matrix4();
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const rotateY2Matrix = new THREE.Matrix4();
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const getEnvironmentNode = ( reflectNode ) => {
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const custom1UV = mul( reflectNode.xyz, uniform( rotateY1Matrix ) );
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const custom2UV = mul( reflectNode.xyz, uniform( rotateY2Matrix ) );
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const mixCubeMaps = mix( cubeTexture( cube1Texture, custom1UV ), cubeTexture( cube2Texture, custom2UV ), clamp( add( positionWorld.y, mixNode ) ) );
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const proceduralEnv = mix( mixCubeMaps, normalWorld, proceduralNode );
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const intensityFilter = mul( proceduralEnv, intensityNode );
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const hueFilter = hue( intensityFilter, hueNode );
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return saturation( hueFilter, saturationNode );
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};
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const blurNode = uniform( 0 );
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scene.environmentNode = getEnvironmentNode( reflectVector );
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scene.backgroundNode = context( getEnvironmentNode( transformDirection( positionWorld, modelWorldMatrix ) ), {
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levelNode: blurNode // @TODO: currently it uses mipmaps value, I think it should be replaced for [0,1]
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} );
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// scene objects
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const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
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loader.load( 'DamagedHelmet.gltf', function ( gltf ) {
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scene.add( gltf.scene );
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} );
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const sphereGeometry = new THREE.SphereGeometry( .5, 64, 32 );
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const sphereRightView = new THREE.Mesh( sphereGeometry, new THREE.MeshStandardMaterial( { roughness: 0, metalness: 1 } ) );
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sphereRightView.position.x += 2;
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const sphereLeftView = new THREE.Mesh( sphereGeometry, new THREE.MeshStandardMaterial( { roughness: 1, metalness: 1 } ) );
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sphereLeftView.position.x -= 2;
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scene.add( sphereLeftView );
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scene.add( sphereRightView );
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// renderer and controls
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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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renderer.toneMappingNode = new Nodes.ToneMappingNode( THREE.LinearToneMapping, 1 );
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renderer.outputEncoding = THREE.sRGBEncoding;
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renderer.setAnimationLoop( render );
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container.appendChild( renderer.domElement );
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 2;
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controls.maxDistance = 10;
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window.addEventListener( 'resize', onWindowResize );
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// gui
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const gui = new GUI();
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gui.add( { blurBackground: blurNode.value }, 'blurBackground', 0, 10, 0.01 ).onChange( value => {
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blurNode.value = value;
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} );
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gui.add( { offsetCube1: 0 }, 'offsetCube1', 0, Math.PI * 2, 0.01 ).onChange( value => {
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rotateY1Matrix.makeRotationY( value );
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} );
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gui.add( { offsetCube2: 0 }, 'offsetCube2', 0, Math.PI * 2, 0.01 ).onChange( value => {
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rotateY2Matrix.makeRotationY( value );
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} );
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gui.add( adjustments, 'mix', - 1, 2, 0.01 );
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gui.add( adjustments, 'procedural', 0, 1, 0.01 );
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gui.add( adjustments, 'intensity', 0, 5, 0.01 );
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gui.add( adjustments, 'hue', 0, Math.PI * 2, 0.01 );
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gui.add( adjustments, 'saturation', 0, 2, 0.01 );
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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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//
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function render() {
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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