webgpu_materials.html 7.1 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. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Materials
  12. </div>
  13. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  14. <script type="importmap">
  15. {
  16. "imports": {
  17. "three": "../build/three.module.js",
  18. "three/addons/": "./jsm/",
  19. "three/nodes": "./jsm/nodes/Nodes.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import * as Nodes from 'three/nodes';
  26. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  27. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  28. import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
  29. import { ShaderNode, vec3, dot, triplanarTexture } from 'three/nodes';
  30. import Stats from 'three/addons/libs/stats.module.js';
  31. let stats;
  32. let camera, scene, renderer;
  33. const objects = [], materials = [];
  34. init();
  35. 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' );
  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.UniformNode( 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.UniformNode( 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.call( { 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. // Custom WGSL ( get texture from keywords )
  115. const getWGSLTextureSample = new Nodes.FunctionNode( `
  116. fn getWGSLTextureSample( tex: texture_2d<f32>, tex_sampler: sampler, uv:vec2<f32> ) -> vec4<f32> {
  117. return textureSample( tex, tex_sampler, uv ) * vec4<f32>( 0.0, 1.0, 0.0, 1.0 );
  118. }
  119. ` );
  120. const textureNode = new Nodes.TextureNode( texture );
  121. //getWGSLTextureSample.keywords = { tex: textureNode, tex_sampler: sampler( textureNode ) };
  122. material = new Nodes.MeshBasicNodeMaterial();
  123. material.colorNode = getWGSLTextureSample.call( { tex: textureNode, tex_sampler: textureNode, uv: new Nodes.UVNode() } );
  124. materials.push( material );
  125. // Triplanar Texture Mapping
  126. material = new Nodes.MeshBasicNodeMaterial();
  127. material.colorNode = triplanarTexture( new Nodes.TextureNode( texture ) );
  128. materials.push( material );
  129. //
  130. // Geometry
  131. //
  132. const geometry = new TeapotGeometry( 50, 18 );
  133. for ( let i = 0, l = materials.length; i < l; i ++ ) {
  134. addMesh( geometry, materials[ i ] );
  135. }
  136. //
  137. renderer = new WebGPURenderer();
  138. renderer.setPixelRatio( window.devicePixelRatio );
  139. renderer.setSize( window.innerWidth, window.innerHeight );
  140. renderer.setAnimationLoop( animate );
  141. container.appendChild( renderer.domElement );
  142. //
  143. stats = new Stats();
  144. container.appendChild( stats.dom );
  145. //
  146. window.addEventListener( 'resize', onWindowResize );
  147. }
  148. function addMesh( geometry, material ) {
  149. const mesh = new THREE.Mesh( geometry, material );
  150. mesh.position.x = ( objects.length % 4 ) * 200 - 400;
  151. mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
  152. mesh.rotation.x = Math.random() * 200 - 100;
  153. mesh.rotation.y = Math.random() * 200 - 100;
  154. mesh.rotation.z = Math.random() * 200 - 100;
  155. objects.push( mesh );
  156. scene.add( mesh );
  157. }
  158. function onWindowResize() {
  159. camera.aspect = window.innerWidth / window.innerHeight;
  160. camera.updateProjectionMatrix();
  161. renderer.setSize( window.innerWidth, window.innerHeight );
  162. }
  163. //
  164. function animate() {
  165. const timer = 0.0001 * Date.now();
  166. camera.position.x = Math.cos( timer ) * 1000;
  167. camera.position.z = Math.sin( timer ) * 1000;
  168. camera.lookAt( scene.position );
  169. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  170. const object = objects[ i ];
  171. object.rotation.x += 0.01;
  172. object.rotation.y += 0.005;
  173. }
  174. renderer.render( scene, camera );
  175. stats.update();
  176. }
  177. </script>
  178. </body>
  179. </html>