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215 lines
6.7 KiB
215 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 - Selective Lights</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 - Selective Lights<br />
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<b style="color:red">Left: Red lights</b> - <b>Center: All lights</b> - <b style="color:blue">Right: blue light</b>
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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 Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
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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 { color, float } from 'three/nodes';
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let camera, scene, renderer,
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light1, light2, light3, light4,
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stats, controls;
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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( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
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camera.position.z = 7;
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scene = new THREE.Scene();
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scene.fogNode = new Nodes.FogRangeNode( color( 0xFF00FF ), float( 3 ), float( 30 ) );
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const sphereGeometry = new THREE.SphereGeometry( 0.1, 16, 8 );
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//textures
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const textureLoader = new THREE.TextureLoader();
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const normalMapTexture = textureLoader.load( './textures/water/Water_1_M_Normal.jpg' );
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normalMapTexture.wrapS = THREE.RepeatWrapping;
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normalMapTexture.wrapT = THREE.RepeatWrapping;
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const alphaTexture = textureLoader.load( './textures/roughness_map.jpg' );
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alphaTexture.wrapS = THREE.RepeatWrapping;
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alphaTexture.wrapT = THREE.RepeatWrapping;
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//lights
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const addLight = ( hexColor, power = 1700, distance = 100 ) => {
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const material = new Nodes.MeshStandardNodeMaterial();
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material.colorNode = 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, 1, distance );
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light.power = power;
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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( 0xff0040 );
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light2 = addLight( 0x0040ff );
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light3 = addLight( 0x80ff80 );
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light4 = addLight( 0xffaa00 );
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//light nodes ( selective lights )
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const redLightsNode = new Nodes.LightsNode().fromLights( [ light1 ] );
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const blueLightsNode = new Nodes.LightsNode().fromLights( [ light2 ] );
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//models
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const geometryTeapot = new TeapotGeometry( .8, 18 );
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const leftObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
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leftObject.material.lightsNode = redLightsNode;
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leftObject.material.roughnessNode = new Nodes.TextureNode( alphaTexture );
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leftObject.material.metalness = 0;
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leftObject.position.x = - 3;
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scene.add( leftObject );
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const centerObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
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centerObject.material.normalNode = new Nodes.NormalMapNode( new Nodes.TextureNode( normalMapTexture ) );
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centerObject.material.metalness = .5;
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centerObject.material.roughness = .5;
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scene.add( centerObject );
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const rightObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
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rightObject.material.lightsNode = blueLightsNode;
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rightObject.material.metalnessNode = new Nodes.TextureNode( alphaTexture );
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rightObject.position.x = 3;
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scene.add( rightObject );
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leftObject.rotation.y = centerObject.rotation.y = rightObject.rotation.y = Math.PI * - 0.5;
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leftObject.position.y = centerObject.position.y = rightObject.position.y = - 1;
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//renderer
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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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document.body.appendChild( renderer.domElement );
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renderer.outputEncoding = THREE.sRGBEncoding;
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renderer.toneMappingNode = new Nodes.ToneMappingNode( THREE.LinearToneMapping, .2 );
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//controls
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controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 3;
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controls.maxDistance = 25;
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//stats
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stats = new Stats();
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document.body.appendChild( stats.dom );
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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( centerObject.material, 'roughness', 0, 1, 0.01 );
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gui.add( centerObject.material, 'metalness', 0, 1, 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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function animate() {
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const time = performance.now() / 1000;
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const lightTime = time * 0.5;
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light1.position.x = Math.sin( lightTime * 0.7 ) * 3;
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light1.position.y = Math.cos( lightTime * 0.5 ) * 4;
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light1.position.z = Math.cos( lightTime * 0.3 ) * 3;
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light2.position.x = Math.cos( lightTime * 0.3 ) * 3;
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light2.position.y = Math.sin( lightTime * 0.5 ) * 4;
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light2.position.z = Math.sin( lightTime * 0.7 ) * 3;
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light3.position.x = Math.sin( lightTime * 0.7 ) * 3;
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light3.position.y = Math.cos( lightTime * 0.3 ) * 4;
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light3.position.z = Math.sin( lightTime * 0.5 ) * 3;
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light4.position.x = Math.sin( lightTime * 0.3 ) * 3;
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light4.position.y = Math.cos( lightTime * 0.7 ) * 4;
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light4.position.z = Math.sin( lightTime * 0.5 ) * 3;
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/*
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@TODO: Used to test scene light change ( currently unavailable )
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if ( time > 2.0 && light1.parent === null ) scene.add( light1 );
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if ( time > 2.5 && light2.parent === null ) scene.add( light2 );
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if ( time > 3.0 && light3.parent === null ) scene.add( light3 );
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if ( time > 3.5 && light4.parent === null ) scene.add( light4 );
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*/
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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