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webgpu_lights_custom.html
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<html lang="en">
<head>
<title>three.js - WebGPU - Custom Lighting Model</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 - Custom Lighting Model
</div>
<script async src="https://unpkg.com/[email protected]/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 WebGPU from 'three/addons/capabilities/WebGPU.js';
import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer;
let light1, light2, light3;
init();
function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw new Error( 'No WebGPU support' );
}
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
camera.position.z = 2;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x222222 );
// lights
const sphereGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );
const addLight = ( hexColor, intensity = 2, distance = 1 ) => {
const material = new Nodes.MeshStandardNodeMaterial();
material.colorNode = new Nodes.ConstNode( new THREE.Color( hexColor ) );
material.lightsNode = new Nodes.LightsNode(); // ignore scene lights
const mesh = new THREE.Mesh( sphereGeometry, material );
const light = new THREE.PointLight( hexColor, intensity, distance );
light.add( mesh );
scene.add( light );
return light;
};
light1 = addLight( 0xffaa00 );
light2 = addLight( 0x0040ff );
light3 = addLight( 0x80ff80 );
//light nodes ( selective lights )
const allLightsNode = new Nodes.LightsNode().fromLights( [ light1, light2, light3 ] );
// points
const points = [];
for ( let i = 0; i < 3000; i ++ ) {
const point = new THREE.Vector3().random().subScalar( 0.5 ).multiplyScalar( 2 );
points.push( point );
}
const geometryPoints = new THREE.BufferGeometry().setFromPoints( points );
const materialPoints = new Nodes.PointsNodeMaterial();
// custom lighting model
const customLightingModel = new Nodes.ShaderNode( ( inputs ) => {
const { lightColor, reflectedLight } = inputs;
reflectedLight.directDiffuse.add( lightColor );
} );
const lightingModelContext = new Nodes.ContextNode( allLightsNode, { lightingModelNode: { direct: customLightingModel } } );
materialPoints.lightsNode = lightingModelContext;
//
const pointCloud = new THREE.Points( geometryPoints, materialPoints );
scene.add( pointCloud );
//
renderer = new WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMappingNode = new Nodes.ToneMappingNode( THREE.LinearToneMapping, 1 );
renderer.outputEncoding = THREE.sRGBEncoding;
document.body.appendChild( renderer.domElement );
// controls
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 0;
controls.maxDistance = 4;
// events
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
const time = Date.now() * 0.0005;
const scale = .5;
light1.position.x = Math.sin( time * 0.7 ) * scale;
light1.position.y = Math.cos( time * 0.5 ) * scale;
light1.position.z = Math.cos( time * 0.3 ) * scale;
light2.position.x = Math.cos( time * 0.3 ) * scale;
light2.position.y = Math.sin( time * 0.5 ) * scale;
light2.position.z = Math.sin( time * 0.7 ) * scale;
light3.position.x = Math.sin( time * 0.7 ) * scale;
light3.position.y = Math.cos( time * 0.3 ) * scale;
light3.position.z = Math.sin( time * 0.5 ) * scale;
renderer.render( scene, camera );
}
</script>
</body>
</html>