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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - raging sea</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 webgpu</a> - raging sea
- <br>
- Based on <a href="https://threejs-journey.com/lessons/raging-sea" target="_blank" rel="noopener">Three.js Journey</a> lesson
- </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 { float, mx_noise_float, Loop, color, positionLocal, sin, vec2, vec3, mul, timerLocal, uniform, Fn, transformNormalToView } from 'three/tsl';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- let camera, scene, renderer, controls;
- init();
- function init() {
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
- camera.position.set( 1.25, 1.25, 1.25 );
- scene = new THREE.Scene();
- // lights
-
- const directionalLight = new THREE.DirectionalLight( '#ffffff', 3 );
- directionalLight.position.set( - 4, 2, 0 );
- scene.add( directionalLight );
- // material
- const material = new THREE.MeshStandardNodeMaterial( { color: '#271442', roughness: 0.15 } );
- const emissiveColor = uniform( color( '#ff0a81' ) );
- const emissiveLow = uniform( - 0.25 );
- const emissiveHigh = uniform( 0.2 );
- const emissivePower = uniform( 7 );
- const largeWavesFrequency = uniform( vec2( 3, 1 ) );
- const largeWavesSpeed = uniform( 1.25 );
- const largeWavesMultiplier = uniform( 0.15 );
- const smallWavesIterations = uniform( 3 );
- const smallWavesFrequency = uniform( 2 );
- const smallWavesSpeed = uniform( 0.3 );
- const smallWavesMultiplier = uniform( 0.18 );
- const normalComputeShift = uniform( 0.01 );
- // TSL functions
- const wavesElevation = Fn( ( [ position ] ) => {
- const time = timerLocal();
- // large waves
- const elevation = mul(
- sin( position.x.mul( largeWavesFrequency.x ).add( time.mul( largeWavesSpeed ) ) ),
- sin( position.z.mul( largeWavesFrequency.y ).add( time.mul( largeWavesSpeed ) ) ),
- largeWavesMultiplier
- ).toVar();
- Loop( { start: float( 1 ), end: smallWavesIterations.add( 1 ) }, ( { i } ) => {
- const noiseInput = vec3(
- position.xz
- .add( 2 ) // avoids a-hole pattern
- .mul( smallWavesFrequency )
- .mul( i ),
- time.mul( smallWavesSpeed )
- );
- const wave = mx_noise_float( noiseInput, 1, 0 )
- .mul( smallWavesMultiplier )
- .div( i )
- .abs();
- elevation.subAssign( wave );
- } );
- return elevation;
- } );
- // position
- const elevation = wavesElevation( positionLocal );
- const position = positionLocal.add( vec3( 0, elevation, 0 ) );
- material.positionNode = position;
- // normals
- let positionA = positionLocal.add( vec3( normalComputeShift, 0, 0 ) );
- let positionB = positionLocal.add( vec3( 0, 0, normalComputeShift.negate() ) );
- positionA = positionA.add( vec3( 0, wavesElevation( positionA ), 0 ) );
- positionB = positionB.add( vec3( 0, wavesElevation( positionB ), 0 ) );
- const toA = positionA.sub( position ).normalize();
- const toB = positionB.sub( position ).normalize();
- const normal = toA.cross( toB );
- material.normalNode = transformNormalToView( normal );
- // emissive
- const emissive = elevation.remap( emissiveHigh, emissiveLow ).pow( emissivePower );
- material.emissiveNode = emissiveColor.mul( emissive );
- // mesh
- const geometry = new THREE.PlaneGeometry( 2, 2, 256, 256 );
- geometry.rotateX( - Math.PI * 0.5 );
- const mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- // debug
- const gui = new GUI();
- gui.addColor( { color: material.color.getHex( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => material.color.set( value ) );
- gui.add( material, 'roughness', 0, 1, 0.001 );
- const colorGui = gui.addFolder( 'emissive' );
- colorGui.addColor( { color: emissiveColor.value.getHex( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => emissiveColor.value.set( value ) );
- colorGui.add( emissiveLow, 'value', - 1, 0, 0.001 ).name( 'low' );
- colorGui.add( emissiveHigh, 'value', 0, 1, 0.001 ).name( 'high' );
- colorGui.add( emissivePower, 'value', 1, 10, 1 ).name( 'power' );
- const wavesGui = gui.addFolder( 'waves' );
- wavesGui.add( largeWavesSpeed, 'value', 0, 5 ).name( 'largeSpeed' );
- wavesGui.add( largeWavesMultiplier, 'value', 0, 1 ).name( 'largeMultiplier' );
- wavesGui.add( largeWavesFrequency.value, 'x', 0, 10 ).name( 'largeFrequencyX' );
- wavesGui.add( largeWavesFrequency.value, 'y', 0, 10 ).name( 'largeFrequencyY' );
- wavesGui.add( smallWavesIterations, 'value', 0, 5, 1 ).name( 'smallIterations' );
- wavesGui.add( smallWavesFrequency, 'value', 0, 10 ).name( 'smallFrequency' );
- wavesGui.add( smallWavesSpeed, 'value', 0, 1 ).name( 'smallSpeed' );
- wavesGui.add( smallWavesMultiplier, 'value', 0, 1 ).name( 'smallMultiplier' );
- wavesGui.add( normalComputeShift, 'value', 0, 0.1, 0.0001 ).name( 'normalComputeShift' );
- // 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 );
- // controls
- controls = new OrbitControls( camera, renderer.domElement );
- controls.target.y = - 0.25;
- controls.enableDamping = true;
- controls.minDistance = 0.1;
- controls.maxDistance = 50;
- window.addEventListener( 'resize', onWindowResize );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- async function animate() {
-
- controls.update();
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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