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- <!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.webgpu.js",
- "three/tsl": "../build/three.webgpu.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { color, vec2, pass, linearDepth, normalWorld, triplanarTexture, texture, objectPosition, screenUV, viewportLinearDepth, viewportDepthTexture, viewportSharedTexture, mx_worley_noise_float, positionWorld, timerLocal } from 'three/tsl';
- import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import Stats from 'three/addons/libs/stats.module.js';
- let camera, scene, renderer;
- let mixer, objects, clock;
- let model, floor, floorPosition;
- let postProcessing;
- let controls;
- let stats;
- init();
- function init() {
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
- camera.position.set( 3, 2, 4 );
- scene = new THREE.Scene();
- scene.fog = new THREE.Fog( 0x0487e2, 7, 25 );
- scene.backgroundNode = normalWorld.y.mix( color( 0x0487e2 ), 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 = 5;
- sunLight.shadow.camera.right = 2;
- sunLight.shadow.camera.left = - 2;
- sunLight.shadow.camera.top = 1;
- sunLight.shadow.camera.bottom = - 2;
- sunLight.shadow.mapSize.width = 2048;
- sunLight.shadow.mapSize.height = 2048;
- sunLight.shadow.bias = - 0.001;
- sunLight.position.set( .5, 3, .5 );
- 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 iceDiffuse = textureLoader.load( './textures/water.jpg' );
- iceDiffuse.wrapS = THREE.RepeatWrapping;
- iceDiffuse.wrapT = THREE.RepeatWrapping;
- iceDiffuse.colorSpace = THREE.NoColorSpace;
- const iceColorNode = triplanarTexture( texture( iceDiffuse ) ).add( color( 0x0066ff ) ).mul( .8 );
- const geometry = new THREE.IcosahedronGeometry( 1, 3 );
- const material = new THREE.MeshStandardNodeMaterial( { colorNode: iceColorNode } );
- 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,
- - 1,
- ( ( count / column ) * scale ) * - .5
- );
- scene.add( objects );
- // water
- 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 waterIntensity = waterLayer0.mul( waterLayer1 );
- const waterColor = waterIntensity.mul( 1.4 ).mix( color( 0x0487e2 ), color( 0x74ccf4 ) );
- // linearDepth() returns the linear depth of the mesh
- const depth = linearDepth();
- const depthWater = viewportLinearDepth.sub( depth );
- const depthEffect = depthWater.remapClamp( - .002, .04 );
- const refractionUV = screenUV.add( vec2( 0, waterIntensity.mul( .1 ) ) );
- // linearDepth( viewportDepthTexture( uv ) ) return the linear depth of the scene
- const depthTestForRefraction = linearDepth( viewportDepthTexture( refractionUV ) ).sub( depth );
- const depthRefraction = depthTestForRefraction.remapClamp( 0, .1 );
- const finalUV = depthTestForRefraction.lessThan( 0 ).select( screenUV, refractionUV );
- const viewportTexture = viewportSharedTexture( finalUV );
- const waterMaterial = new THREE.MeshBasicNodeMaterial();
- waterMaterial.colorNode = waterColor;
- waterMaterial.backdropNode = depthEffect.mix( viewportSharedTexture(), viewportTexture.mul( depthRefraction.mix( 1, waterColor ) ) );
- waterMaterial.backdropAlphaNode = depthRefraction.oneMinus();
- waterMaterial.transparent = true;
- const water = new THREE.Mesh( new THREE.BoxGeometry( 50, .001, 50 ), waterMaterial );
- water.position.set( 0, 0, 0 );
- scene.add( water );
- // floor
- floor = new THREE.Mesh( new THREE.CylinderGeometry( 1.1, 1.1, 10 ), new THREE.MeshStandardNodeMaterial( { colorNode: iceColorNode } ) );
- 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 ).select( transition, normalWorld.y.mix( transition, 0 ) ).toVar();
- const colorNode = transition.mix( material.colorNode, material.colorNode.add( waterLayer0 ) );
- //material.colorNode = colorNode;
- floor.material.colorNode = colorNode;
- // renderer
- renderer = new THREE.WebGPURenderer( /*{ antialias: true }*/ );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- document.body.appendChild( renderer.domElement );
- stats = new Stats();
- document.body.appendChild( stats.dom );
- controls = new OrbitControls( camera, renderer.domElement );
- controls.minDistance = 1;
- controls.maxDistance = 10;
- controls.maxPolarAngle = Math.PI * 0.9;
- controls.autoRotate = true;
- controls.autoRotateSpeed = 1;
- controls.target.set( 0, .2, 0 );
- controls.update();
- // gui
- const gui = new GUI();
- floorPosition = new THREE.Vector3( 0, .2, 0 );
- gui.add( floorPosition, 'y', - 1, 1, .001 ).name( 'position' );
- // post processing
- const scenePass = pass( scene, camera );
- const scenePassColor = scenePass.getTextureNode();
- const scenePassDepth = scenePass.getLinearDepthNode().remapClamp( .3, .5 );
- const waterMask = objectPosition( camera ).y.greaterThan( screenUV.y.sub( .5 ).mul( camera.near ) );
- const scenePassColorBlurred = gaussianBlur( scenePassColor );
- scenePassColorBlurred.directionNode = waterMask.select( scenePassDepth, scenePass.getLinearDepthNode().mul( 5 ) );
- const vignet = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
- postProcessing = new THREE.PostProcessing( renderer );
- postProcessing.outputNode = waterMask.select( scenePassColorBlurred, scenePassColorBlurred.mul( color( 0x74ccf4 ) ).mul( vignet ) );
- //
- window.addEventListener( 'resize', onWindowResize );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- stats.update();
- controls.update();
- 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;
- }
- postProcessing.render();
- }
- </script>
- </body>
- </html>
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