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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - WebGPU - Selective Lights</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 - Selective Lights<br />
<b style="color:red">Left: Red lights</b> - <b>Center: All lights</b> - <b style="color:blue">Right: blue light</b>
</div>
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",
"three/nodes": "./jsm/nodes/Nodes.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import * as Nodes from 'three/nodes';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
import WebGPU from 'three/addons/capabilities/WebGPU.js';
import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
import { color, float } from 'three/nodes';
let camera, scene, renderer,
light1, light2, light3, light4,
stats, controls;
init();
function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw new Error( 'No WebGPU support' );
}
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.z = 7;
scene = new THREE.Scene();
scene.fogNode = new Nodes.FogRangeNode( color( 0xFF00FF ), float( 3 ), float( 30 ) );
const sphereGeometry = new THREE.SphereGeometry( 0.1, 16, 8 );
//textures
const textureLoader = new THREE.TextureLoader();
const normalMapTexture = textureLoader.load( './textures/water/Water_1_M_Normal.jpg' );
normalMapTexture.wrapS = THREE.RepeatWrapping;
normalMapTexture.wrapT = THREE.RepeatWrapping;
const alphaTexture = textureLoader.load( './textures/roughness_map.jpg' );
alphaTexture.wrapS = THREE.RepeatWrapping;
alphaTexture.wrapT = THREE.RepeatWrapping;
//lights
const addLight = ( hexColor, power = 1700, distance = 100 ) => {
const material = new Nodes.MeshStandardNodeMaterial();
material.colorNode = color( hexColor );
material.lightsNode = new Nodes.LightsNode(); // ignore scene lights
const mesh = new THREE.Mesh( sphereGeometry, material );
const light = new THREE.PointLight( hexColor, 1, distance );
light.power = power;
light.add( mesh );
scene.add( light );
return light;
};
light1 = addLight( 0xff0040 );
light2 = addLight( 0x0040ff );
light3 = addLight( 0x80ff80 );
light4 = addLight( 0xffaa00 );
//light nodes ( selective lights )
const redLightsNode = new Nodes.LightsNode().fromLights( [ light1 ] );
const blueLightsNode = new Nodes.LightsNode().fromLights( [ light2 ] );
//models
const geometryTeapot = new TeapotGeometry( .8, 18 );
const leftObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
leftObject.material.lightsNode = redLightsNode;
leftObject.material.roughnessNode = new Nodes.TextureNode( alphaTexture );
leftObject.material.metalness = 0;
leftObject.position.x = - 3;
scene.add( leftObject );
const centerObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
centerObject.material.normalNode = new Nodes.NormalMapNode( new Nodes.TextureNode( normalMapTexture ) );
centerObject.material.metalness = .5;
centerObject.material.roughness = .5;
scene.add( centerObject );
const rightObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
rightObject.material.lightsNode = blueLightsNode;
rightObject.material.metalnessNode = new Nodes.TextureNode( alphaTexture );
rightObject.position.x = 3;
scene.add( rightObject );
leftObject.rotation.y = centerObject.rotation.y = rightObject.rotation.y = Math.PI * - 0.5;
leftObject.position.y = centerObject.position.y = rightObject.position.y = - 1;
//renderer
renderer = new WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMappingNode = new Nodes.ToneMappingNode( THREE.LinearToneMapping, .2 );
//controls
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 3;
controls.maxDistance = 25;
//stats
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
//gui
const gui = new GUI();
gui.add( centerObject.material, 'roughness', 0, 1, 0.01 );
gui.add( centerObject.material, 'metalness', 0, 1, 0.01 );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
const time = performance.now() / 1000;
const lightTime = time * 0.5;
light1.position.x = Math.sin( lightTime * 0.7 ) * 3;
light1.position.y = Math.cos( lightTime * 0.5 ) * 4;
light1.position.z = Math.cos( lightTime * 0.3 ) * 3;
light2.position.x = Math.cos( lightTime * 0.3 ) * 3;
light2.position.y = Math.sin( lightTime * 0.5 ) * 4;
light2.position.z = Math.sin( lightTime * 0.7 ) * 3;
light3.position.x = Math.sin( lightTime * 0.7 ) * 3;
light3.position.y = Math.cos( lightTime * 0.3 ) * 4;
light3.position.z = Math.sin( lightTime * 0.5 ) * 3;
light4.position.x = Math.sin( lightTime * 0.3 ) * 3;
light4.position.y = Math.cos( lightTime * 0.7 ) * 4;
light4.position.z = Math.sin( lightTime * 0.5 ) * 3;
/*
@TODO: Used to test scene light change ( currently unavailable )
if ( time > 2.0 && light1.parent === null ) scene.add( light1 );
if ( time > 2.5 && light2.parent === null ) scene.add( light2 );
if ( time > 3.0 && light3.parent === null ) scene.add( light3 );
if ( time > 3.5 && light4.parent === null ) scene.add( light4 );
*/
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>