webgpu_materials.html 6.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - WebGPU - Materials</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <!-- WebGPU (For Chrome 94-101), expires 09/01/2022 -->
  9. <meta http-equiv="origin-trial" content="AoS1pSJwCV3KRe73TO0YgJkK9FZ/qhmvKeafztp0ofiE8uoGrnKzfxGVKKICvoBfL8dgE0zpkp2g/oEJNS0fDgkAAABeeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJHUFUiLCJleHBpcnkiOjE2NTI4MzE5OTksImlzU3ViZG9tYWluIjp0cnVlfQ==">
  10. </head>
  11. <body>
  12. <div id="info">
  13. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Materials
  14. </div>
  15. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import WebGPU from './jsm/capabilities/WebGPU.js';
  26. import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
  27. import { TeapotGeometry } from './jsm/geometries/TeapotGeometry.js';
  28. import * as Nodes from './jsm/renderers/nodes/Nodes.js';
  29. import { ShaderNode, vec3, dot } from './jsm/renderers/nodes/ShaderNode.js';
  30. import Stats from './jsm/libs/stats.module.js';
  31. let stats;
  32. let camera, scene, renderer;
  33. const objects = [], materials = [];
  34. init().then( animate ).catch( error );
  35. async function init() {
  36. if ( WebGPU.isAvailable() === false ) {
  37. document.body.appendChild( WebGPU.getErrorMessage() );
  38. throw new Error( 'No WebGPU support' );
  39. }
  40. const container = document.createElement( 'div' );
  41. document.body.appendChild( container );
  42. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  43. camera.position.set( 0, 200, 800 );
  44. scene = new THREE.Scene();
  45. // Grid
  46. const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
  47. helper.material.colorNode = new Nodes.AttributeNode( 'color', 'vec3' );
  48. helper.position.y = - 75;
  49. scene.add( helper );
  50. // Materials
  51. const textureLoader = new THREE.TextureLoader();
  52. const texture = textureLoader.load( './textures/uv_grid_opengl.jpg' );
  53. texture.wrapS = THREE.RepeatWrapping;
  54. texture.wrapT = THREE.RepeatWrapping;
  55. const opacityTexture = textureLoader.load( './textures/alphaMap.jpg' );
  56. opacityTexture.wrapS = THREE.RepeatWrapping;
  57. opacityTexture.wrapT = THREE.RepeatWrapping;
  58. let material;
  59. //
  60. // BASIC
  61. //
  62. // PositionNode.LOCAL
  63. material = new Nodes.MeshBasicNodeMaterial();
  64. material.colorNode = new Nodes.PositionNode( Nodes.PositionNode.LOCAL );
  65. materials.push( material );
  66. // NormalNode.LOCAL
  67. material = new Nodes.MeshBasicNodeMaterial();
  68. material.colorNode = new Nodes.NormalNode( Nodes.NormalNode.LOCAL );
  69. materials.push( material );
  70. // NormalNode.WORLD
  71. material = new Nodes.MeshBasicNodeMaterial();
  72. material.colorNode = new Nodes.NormalNode( Nodes.NormalNode.WORLD );
  73. materials.push( material );
  74. // NormalNode.VIEW
  75. material = new Nodes.MeshBasicNodeMaterial();
  76. material.colorNode = new Nodes.NormalNode( Nodes.NormalNode.VIEW );
  77. materials.push( material );
  78. // TextureNode
  79. material = new Nodes.MeshBasicNodeMaterial();
  80. material.colorNode = new Nodes.TextureNode( texture );
  81. materials.push( material );
  82. // Opacity
  83. material = new Nodes.MeshBasicNodeMaterial();
  84. material.colorNode = new Nodes.ColorNode( new THREE.Color( 0x0099FF ) );
  85. material.opacityNode = new Nodes.TextureNode( texture );
  86. material.transparent = true;
  87. materials.push( material );
  88. // AlphaTest
  89. material = new Nodes.MeshBasicNodeMaterial();
  90. material.colorNode = new Nodes.TextureNode( texture );
  91. material.opacityNode = new Nodes.TextureNode( opacityTexture );
  92. material.alphaTestNode = new Nodes.FloatNode( 0.5 );
  93. materials.push( material );
  94. //
  95. // ADVANCED
  96. //
  97. // Custom ShaderNode ( desaturate filter )
  98. const desaturateShaderNode = new ShaderNode( ( input ) => {
  99. return dot( vec3( 0.299, 0.587, 0.114 ), input.color.xyz );
  100. } );
  101. material = new Nodes.MeshBasicNodeMaterial();
  102. material.colorNode = desaturateShaderNode( { color: new Nodes.TextureNode( texture ) } );
  103. materials.push( material );
  104. // Custom WGSL ( desaturate filter )
  105. const desaturateWGSLNode = new Nodes.FunctionNode( `
  106. fn desaturate( color:vec3<f32> ) -> vec3<f32> {
  107. let lum = vec3<f32>( 0.299, 0.587, 0.114 );
  108. return vec3<f32>( dot( lum, color ) );
  109. }
  110. ` );
  111. material = new Nodes.MeshBasicNodeMaterial();
  112. material.colorNode = desaturateWGSLNode.call( { color: new Nodes.TextureNode( texture ) } );
  113. materials.push( material );
  114. //
  115. // Geometry
  116. //
  117. const geometry = new TeapotGeometry( 50, 18 );
  118. for ( let i = 0, l = materials.length; i < l; i ++ ) {
  119. addMesh( geometry, materials[ i ] );
  120. }
  121. //
  122. renderer = new WebGPURenderer();
  123. renderer.setPixelRatio( window.devicePixelRatio );
  124. renderer.setSize( window.innerWidth, window.innerHeight );
  125. container.appendChild( renderer.domElement );
  126. //
  127. stats = new Stats();
  128. container.appendChild( stats.dom );
  129. //
  130. window.addEventListener( 'resize', onWindowResize );
  131. return renderer.init();
  132. }
  133. function addMesh( geometry, material ) {
  134. const mesh = new THREE.Mesh( geometry, material );
  135. mesh.position.x = ( objects.length % 4 ) * 200 - 400;
  136. mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
  137. mesh.rotation.x = Math.random() * 200 - 100;
  138. mesh.rotation.y = Math.random() * 200 - 100;
  139. mesh.rotation.z = Math.random() * 200 - 100;
  140. objects.push( mesh );
  141. scene.add( mesh );
  142. }
  143. function onWindowResize() {
  144. camera.aspect = window.innerWidth / window.innerHeight;
  145. camera.updateProjectionMatrix();
  146. renderer.setSize( window.innerWidth, window.innerHeight );
  147. }
  148. //
  149. function animate() {
  150. requestAnimationFrame( animate );
  151. render();
  152. stats.update();
  153. }
  154. function render() {
  155. const timer = 0.0001 * Date.now();
  156. camera.position.x = Math.cos( timer ) * 1000;
  157. camera.position.z = Math.sin( timer ) * 1000;
  158. camera.lookAt( scene.position );
  159. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  160. const object = objects[ i ];
  161. object.rotation.x += 0.01;
  162. object.rotation.y += 0.005;
  163. }
  164. renderer.render( scene, camera );
  165. }
  166. function error( error ) {
  167. console.error( error );
  168. }
  169. </script>
  170. </body>
  171. </html>