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WebGPURenderer: Backdrop Water Example (#27397)

* fix triplanar with dynamic mesh

* add example: `webgpu_backdrop_water`

* fix names

* cleanup

* cleanup

* revision

* Update puppeteer.js

* revision

* revision

* caustic

* revision

* revision

* Update webgpu_backdrop_water.html

* update shadow
sunag 1 gadu atpakaļ
vecāks
revīzija
73fafde8d0

+ 1 - 0
examples/files.json

@@ -316,6 +316,7 @@
 	"webgpu (wip)": [
 		"webgpu_backdrop",
 		"webgpu_backdrop_area",
+		"webgpu_backdrop_water",
 		"webgpu_camera_logarithmicdepthbuffer",
 		"webgpu_clearcoat",
 		"webgpu_compute_audio",

+ 3 - 3
examples/jsm/nodes/utils/TriplanarTexturesNode.js

@@ -1,13 +1,13 @@
 import Node, { addNodeClass } from '../core/Node.js';
 import { add } from '../math/OperatorNode.js';
-import { normalWorld } from '../accessors/NormalNode.js';
-import { positionWorld } from '../accessors/PositionNode.js';
+import { normalLocal } from '../accessors/NormalNode.js';
+import { positionLocal } from '../accessors/PositionNode.js';
 import { texture } from '../accessors/TextureNode.js';
 import { addNodeElement, nodeProxy, float, vec3 } from '../shadernode/ShaderNode.js';
 
 class TriplanarTexturesNode extends Node {
 
-	constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionWorld, normalNode = normalWorld ) {
+	constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {
 
 		super( 'vec4' );
 

BIN
examples/screenshots/webgpu_backdrop_water.jpg


BIN
examples/screenshots/webgpu_morphtargets_face.jpg


+ 251 - 0
examples/webgpu_backdrop_water.html

@@ -0,0 +1,251 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js - WebGPU - Backdrop Water</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 - Backdrop Water
+		</div>
+
+		<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 { color, depth, depthTexture, normalWorld, triplanarTexture, texture, viewportSharedTexture, mx_worley_noise_float, positionWorld, timerLocal, MeshStandardNodeMaterial, MeshBasicNodeMaterial } from 'three/nodes';
+
+			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
+
+			import WebGPU from 'three/addons/capabilities/WebGPU.js';
+			import WebGL from 'three/addons/capabilities/WebGL.js';
+
+			import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
+
+			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+
+			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
+
+			let camera, scene, renderer;
+			let mixer, objects, clock;
+			let model, floor, floorPosition;
+
+			init();
+
+			function init() {
+
+				if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {
+
+					document.body.appendChild( WebGPU.getErrorMessage() );
+
+					throw new Error( 'No WebGPU or WebGL2 support' );
+
+				}
+
+				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
+				camera.position.set( 3, 3, 4 );
+
+				scene = new THREE.Scene();
+				scene.fog = new THREE.Fog( 0x74ccf4, 7, 25 );
+				scene.backgroundNode = normalWorld.y.mix( color( 0x74ccf4 ), color( 0x0066ff ) );
+				camera.lookAt( 0, 1, 0 );
+
+				const sunLight = new THREE.DirectionalLight( 0xFFE499, 5 );
+				sunLight.castShadow = true;
+				sunLight.shadow.camera.near = .1;
+				sunLight.shadow.camera.far = 3;
+				sunLight.shadow.camera.right = 2;
+				sunLight.shadow.camera.left = - 2;
+				sunLight.shadow.camera.top = 2;
+				sunLight.shadow.camera.bottom = - 2;
+				sunLight.shadow.mapSize.width = 2048;
+				sunLight.shadow.mapSize.height = 2048;
+				sunLight.shadow.bias = - 0.001;
+				sunLight.position.set( 1, 3, 1 );
+
+				const waterAmbientLight = new THREE.HemisphereLight( 0x333366, 0x74ccf4, 5 );
+				const skyAmbientLight = new THREE.HemisphereLight( 0x74ccf4, 0, 1 );
+
+				scene.add( sunLight );
+				scene.add( skyAmbientLight );
+				scene.add( waterAmbientLight );
+
+				clock = new THREE.Clock();
+
+				// animated model
+
+				const loader = new GLTFLoader();
+				loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {
+
+					model = gltf.scene;
+					model.children[ 0 ].children[ 0 ].castShadow = true;
+
+					mixer = new THREE.AnimationMixer( model );
+
+					const action = mixer.clipAction( gltf.animations[ 0 ] );
+					action.play();
+
+					scene.add( model );
+
+				} );
+
+				// objects
+
+				const textureLoader = new THREE.TextureLoader();
+				const brick_diffuse = textureLoader.load( './textures/brick_diffuse.jpg' );
+				brick_diffuse.wrapS = THREE.RepeatWrapping;
+				brick_diffuse.wrapT = THREE.RepeatWrapping;
+				brick_diffuse.colorSpace = THREE.NoColorSpace;
+
+				const brick = triplanarTexture( texture( brick_diffuse ) );
+
+				const geometry = new THREE.TorusKnotGeometry( .6, 0.3, 128, 64 );
+				const material = new MeshStandardNodeMaterial();
+				material.colorNode = brick;
+
+				const count = 100;
+				const scale = 3.5;
+				const column = 10;
+
+				objects = new THREE.Group();
+
+				for ( let i = 0; i < count; i ++ ) {
+
+					const x = i % column;
+					const y = i / column;
+
+					const mesh = new THREE.Mesh( geometry, material );
+					mesh.position.set( x * scale, 0, y * scale );
+					mesh.rotation.set( Math.random(), Math.random(), Math.random() );
+					objects.add( mesh );
+
+				}
+
+				objects.position.set(
+					( ( column - 1 ) * scale ) * - .5,
+					- .3,
+					( ( count / column ) * scale ) * - .5
+				);
+
+				scene.add( objects );
+
+				// water
+
+				const depthEffect = depthTexture().distance( depth ).remapClamp( 0, .05 );
+
+				const timer = timerLocal( .8 );
+				const floorUV = positionWorld.xzy;
+
+				const waterLayer0 = mx_worley_noise_float( floorUV.mul( 4 ).add( timer ) );
+				const waterLayer1 = mx_worley_noise_float( floorUV.mul( 2 ).add( timer ) );
+				const waterLayer2 = mx_worley_noise_float( floorUV.mul( 3 ).add( timer ) );
+
+				const waterIntensity = waterLayer0.mul( waterLayer1 ).mul( waterLayer2 ).mul( 5 );
+				const waterColor = waterIntensity.mix( color( 0x0f5e9c ), color( 0x74ccf4 ) );
+				const viewportTexture = viewportSharedTexture();
+
+				const waterMaterial = new MeshBasicNodeMaterial();
+				waterMaterial.colorNode = waterColor;
+				waterMaterial.backdropNode = depthEffect.mul( 3 ).min( 1.4 ).mix( viewportTexture, viewportTexture.mul( color( 0x74ccf4 ) ) );
+				waterMaterial.backdropAlphaNode = depthEffect.oneMinus();
+				waterMaterial.transparent = true;
+
+				const water = new THREE.Mesh( new THREE.BoxGeometry( 100, .001, 100 ), waterMaterial );
+				water.position.set( 0, .8, 0 );
+				scene.add( water );
+
+				// floor
+
+				floor = new THREE.Mesh( new THREE.BoxGeometry( 1.7, 10, 1.7 ), new MeshStandardNodeMaterial( { colorNode: brick } ) );
+				floor.position.set( 0, - 5, 0 );
+				scene.add( floor );
+
+				// caustics
+
+				const waterPosY = positionWorld.y.sub( water.position.y );
+
+				let transition = waterPosY.add( .1 ).saturate().oneMinus();
+				transition = waterPosY.lessThan( 0 ).cond( transition, normalWorld.y.mix( transition, 0 ) ).toVar();
+
+				material.colorNode = transition.mix( material.colorNode, material.colorNode.add( waterLayer0 ) );
+				floor.material.colorNode = material.colorNode;
+
+				// renderer
+
+				renderer = new WebGPURenderer( /*{ antialias: true }*/ );
+				renderer.stencil = false;
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setAnimationLoop( animate );
+				document.body.appendChild( renderer.domElement );
+
+				const controls = new OrbitControls( camera, renderer.domElement );
+				controls.minDistance = 1;
+				controls.maxDistance = 10;
+				controls.maxPolarAngle = Math.PI * 0.9;
+				controls.target.set( 0, 1, 0 );
+				controls.update();
+
+				// gui
+
+				const gui = new GUI();
+
+				floorPosition = new THREE.Vector3( 0, 1, 0 );
+
+				gui.add( floorPosition, 'y', 0, 2, .001 ).name( 'position' );
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function animate() {
+
+				const delta = clock.getDelta();
+
+				floor.position.y = floorPosition.y - 5;
+
+				if ( model ) {
+
+					mixer.update( delta );
+
+					model.position.y = floorPosition.y;
+
+				}
+
+				for ( const object of objects.children ) {
+
+					object.position.y = Math.sin( clock.elapsedTime + object.id ) * .3;
+					object.rotation.y += delta * .3;
+
+				}
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

+ 1 - 0
test/e2e/puppeteer.js

@@ -132,6 +132,7 @@ const exceptionList = [
 	'webgpu_loader_materialx',
 	'webgpu_materials_video',
 	'webgpu_materialx_noise',
+	'webgpu_morphtargets_face',
 	'webgpu_occlusion',
 	'webgpu_particles',
 	'webgpu_shadertoy',