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175 lines
4.6 KiB
175 lines
4.6 KiB
2 years ago
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<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
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</div>
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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 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 { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let camera, scene, renderer;
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let light1, light2, light3;
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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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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 sphereGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );
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const addLight = ( hexColor, intensity = 2, distance = 1 ) => {
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const material = new Nodes.MeshStandardNodeMaterial();
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material.colorNode = new Nodes.ConstNode( new THREE.Color( hexColor ) );
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material.lightsNode = new Nodes.LightsNode(); // ignore scene lights
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const mesh = new THREE.Mesh( sphereGeometry, material );
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const light = new THREE.PointLight( hexColor, intensity, distance );
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light.add( mesh );
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scene.add( light );
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return light;
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};
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light1 = addLight( 0xffaa00 );
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light2 = addLight( 0x0040ff );
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light3 = addLight( 0x80ff80 );
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//light nodes ( selective lights )
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const allLightsNode = new Nodes.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 Nodes.PointsNodeMaterial();
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// custom lighting model
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const customLightingModel = new Nodes.ShaderNode( ( inputs ) => {
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const { lightColor, reflectedLight } = inputs;
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reflectedLight.directDiffuse.add( lightColor );
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} );
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const lightingModelContext = new Nodes.ContextNode( allLightsNode, { lightingModelNode: { direct: customLightingModel } } );
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materialPoints.lightsNode = 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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renderer.setAnimationLoop( animate );
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renderer.toneMappingNode = new Nodes.ToneMappingNode( THREE.LinearToneMapping, 1 );
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renderer.outputEncoding = THREE.sRGBEncoding;
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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 );
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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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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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</script>
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</body>
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</html>
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