webgpu_lights_selective.html 6.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - WebGPU - Selective Lights</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. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - WebGPU - Selective Lights<br />
  12. <b style="color:red">Left: Red lights</b> - <b>Center: All lights</b> - <b style="color:blue">Right: blue light</b>
  13. </div>
  14. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  15. <script type="importmap">
  16. {
  17. "imports": {
  18. "three": "../build/three.module.js",
  19. "three/addons/": "./jsm/",
  20. "three/nodes": "./jsm/nodes/Nodes.js"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import * as Nodes from 'three/nodes';
  27. import Stats from 'three/addons/libs/stats.module.js';
  28. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  29. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  30. import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
  31. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  32. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  33. import { color, float } from 'three/nodes';
  34. let camera, scene, renderer,
  35. light1, light2, light3, light4,
  36. stats, controls;
  37. init();
  38. function init() {
  39. if ( WebGPU.isAvailable() === false ) {
  40. document.body.appendChild( WebGPU.getErrorMessage() );
  41. throw new Error( 'No WebGPU support' );
  42. }
  43. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
  44. camera.position.z = 70;
  45. scene = new THREE.Scene();
  46. scene.fogNode = new Nodes.FogRangeNode( color( 0xFF00FF ), float( 30 ), float( 300 ) );
  47. const sphereGeometry = new THREE.SphereGeometry( 0.5, 16, 8 );
  48. //textures
  49. const textureLoader = new THREE.TextureLoader();
  50. const normalMapTexture = textureLoader.load( './textures/water/Water_1_M_Normal.jpg' );
  51. normalMapTexture.wrapS = THREE.RepeatWrapping;
  52. normalMapTexture.wrapT = THREE.RepeatWrapping;
  53. const alphaTexture = textureLoader.load( './textures/roughness_map.jpg' );
  54. alphaTexture.wrapS = THREE.RepeatWrapping;
  55. alphaTexture.wrapT = THREE.RepeatWrapping;
  56. //lights
  57. const addLight = ( hexColor, intensity = 2, distance = 1000 ) => {
  58. const material = new Nodes.MeshStandardNodeMaterial();
  59. material.colorNode = color( hexColor );
  60. material.lightsNode = new Nodes.LightsNode(); // ignore scene lights
  61. const mesh = new THREE.Mesh( sphereGeometry, material );
  62. const light = new THREE.PointLight( hexColor, intensity, distance );
  63. light.add( mesh );
  64. scene.add( light );
  65. return light;
  66. };
  67. light1 = addLight( 0xff0040 );
  68. light2 = addLight( 0x0040ff );
  69. light3 = addLight( 0x80ff80 );
  70. light4 = addLight( 0xffaa00 );
  71. //light nodes ( selective lights )
  72. const redLightsNode = new Nodes.LightsNode().fromLights( [ light1 ] );
  73. const blueLightsNode = new Nodes.LightsNode().fromLights( [ light2 ] );
  74. //models
  75. const geometryTeapot = new TeapotGeometry( 8, 18 );
  76. const leftObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
  77. leftObject.material.lightsNode = redLightsNode;
  78. leftObject.material.roughnessNode = new Nodes.TextureNode( alphaTexture );
  79. leftObject.material.metalness = 0;
  80. leftObject.position.x = - 30;
  81. scene.add( leftObject );
  82. const centerObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
  83. centerObject.material.normalNode = new Nodes.NormalMapNode( new Nodes.TextureNode( normalMapTexture ) );
  84. centerObject.material.metalness = .5;
  85. centerObject.material.roughness = .5;
  86. scene.add( centerObject );
  87. const rightObject = new THREE.Mesh( geometryTeapot, new Nodes.MeshStandardNodeMaterial( { color: 0x555555 } ) );
  88. rightObject.material.lightsNode = blueLightsNode;
  89. rightObject.material.metalnessNode = new Nodes.TextureNode( alphaTexture );
  90. rightObject.position.x = 30;
  91. scene.add( rightObject );
  92. leftObject.rotation.y = centerObject.rotation.y = rightObject.rotation.y = Math.PI * - 0.5;
  93. leftObject.position.y = centerObject.position.y = rightObject.position.y = - 10;
  94. //renderer
  95. renderer = new WebGPURenderer();
  96. renderer.setPixelRatio( window.devicePixelRatio );
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. renderer.setAnimationLoop( animate );
  99. document.body.appendChild( renderer.domElement );
  100. renderer.outputEncoding = THREE.sRGBEncoding;
  101. renderer.toneMappingNode = new Nodes.ToneMappingNode( THREE.LinearToneMapping, 100 );
  102. //controls
  103. controls = new OrbitControls( camera, renderer.domElement );
  104. controls.minDistance = 30;
  105. controls.maxDistance = 250;
  106. //stats
  107. stats = new Stats();
  108. document.body.appendChild( stats.dom );
  109. window.addEventListener( 'resize', onWindowResize );
  110. //gui
  111. const gui = new GUI();
  112. gui.add( centerObject.material, 'roughness', 0, 1, 0.01 );
  113. gui.add( centerObject.material, 'metalness', 0, 1, 0.01 );
  114. }
  115. function onWindowResize() {
  116. camera.aspect = window.innerWidth / window.innerHeight;
  117. camera.updateProjectionMatrix();
  118. renderer.setSize( window.innerWidth, window.innerHeight );
  119. }
  120. function animate() {
  121. const time = performance.now() / 1000;
  122. const lightTime = time * 0.5;
  123. light1.position.x = Math.sin( lightTime * 0.7 ) * 30;
  124. light1.position.y = Math.cos( lightTime * 0.5 ) * 40;
  125. light1.position.z = Math.cos( lightTime * 0.3 ) * 30;
  126. light2.position.x = Math.cos( lightTime * 0.3 ) * 30;
  127. light2.position.y = Math.sin( lightTime * 0.5 ) * 40;
  128. light2.position.z = Math.sin( lightTime * 0.7 ) * 30;
  129. light3.position.x = Math.sin( lightTime * 0.7 ) * 30;
  130. light3.position.y = Math.cos( lightTime * 0.3 ) * 40;
  131. light3.position.z = Math.sin( lightTime * 0.5 ) * 30;
  132. light4.position.x = Math.sin( lightTime * 0.3 ) * 30;
  133. light4.position.y = Math.cos( lightTime * 0.7 ) * 40;
  134. light4.position.z = Math.sin( lightTime * 0.5 ) * 30;
  135. /*
  136. @TODO: Used to test scene light change ( currently unavailable )
  137. if ( time > 2.0 && light1.parent === null ) scene.add( light1 );
  138. if ( time > 2.5 && light2.parent === null ) scene.add( light2 );
  139. if ( time > 3.0 && light3.parent === null ) scene.add( light3 );
  140. if ( time > 3.5 && light4.parent === null ) scene.add( light4 );
  141. */
  142. renderer.render( scene, camera );
  143. stats.update();
  144. }
  145. </script>
  146. </body>
  147. </html>