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webgpu_lights_custom.html 3.9 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js webgpu - custom lighting model</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="main.css">
  7. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - custom lighting model
  11. </div>
  12. <script type="importmap">
  13. {
  14. "imports": {
  15. "three": "../build/three.webgpu.js",
  16. "three/tsl": "../build/three.webgpu.js",
  17. "three/addons/": "./jsm/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { color, lights } from 'three/tsl';
  24. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  25. class CustomLightingModel extends THREE.LightingModel {
  26. direct( { lightColor, reflectedLight }, stack ) {
  27. reflectedLight.directDiffuse.addAssign( lightColor );
  28. }
  29. }
  30. let camera, scene, renderer;
  31. let light1, light2, light3;
  32. init();
  33. function init() {
  34. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  35. camera.position.z = 1.5;
  36. scene = new THREE.Scene();
  37. // lights
  38. const sphereGeometry = new THREE.SphereGeometry( 0.02, 16, 8 );
  39. const addLight = ( hexColor ) => {
  40. const material = new THREE.NodeMaterial();
  41. material.colorNode = color( hexColor );
  42. material.lightsNode = lights(); // ignore scene lights
  43. const mesh = new THREE.Mesh( sphereGeometry, material );
  44. const light = new THREE.PointLight( hexColor, 0.1, 1 );
  45. light.add( mesh );
  46. scene.add( light );
  47. return light;
  48. };
  49. light1 = addLight( 0xffaa00 );
  50. light2 = addLight( 0x0040ff );
  51. light3 = addLight( 0x80ff80 );
  52. //light nodes ( selective lights )
  53. const allLightsNode = lights( [ light1, light2, light3 ] );
  54. // points
  55. const points = [];
  56. for ( let i = 0; i < 500_000; i ++ ) {
  57. const point = new THREE.Vector3().random().subScalar( 0.5 ).multiplyScalar( 3 );
  58. points.push( point );
  59. }
  60. const geometryPoints = new THREE.BufferGeometry().setFromPoints( points );
  61. const materialPoints = new THREE.PointsNodeMaterial();
  62. // custom lighting model
  63. const lightingModel = new CustomLightingModel();
  64. const lightingModelContext = allLightsNode.context( { lightingModel } );
  65. materialPoints.lightsNode = lightingModelContext;
  66. //
  67. const pointCloud = new THREE.Points( geometryPoints, materialPoints );
  68. scene.add( pointCloud );
  69. //
  70. renderer = new THREE.WebGPURenderer( { antialias: true } );
  71. renderer.setPixelRatio( window.devicePixelRatio );
  72. renderer.setSize( window.innerWidth, window.innerHeight );
  73. renderer.setAnimationLoop( animate );
  74. document.body.appendChild( renderer.domElement );
  75. // controls
  76. const controls = new OrbitControls( camera, renderer.domElement );
  77. controls.minDistance = 0;
  78. controls.maxDistance = 4;
  79. // events
  80. window.addEventListener( 'resize', onWindowResize );
  81. }
  82. function onWindowResize() {
  83. camera.aspect = window.innerWidth / window.innerHeight;
  84. camera.updateProjectionMatrix();
  85. renderer.setSize( window.innerWidth, window.innerHeight );
  86. }
  87. function animate() {
  88. const time = Date.now() * 0.001;
  89. const scale = .5;
  90. light1.position.x = Math.sin( time * 0.7 ) * scale;
  91. light1.position.y = Math.cos( time * 0.5 ) * scale;
  92. light1.position.z = Math.cos( time * 0.3 ) * scale;
  93. light2.position.x = Math.cos( time * 0.3 ) * scale;
  94. light2.position.y = Math.sin( time * 0.5 ) * scale;
  95. light2.position.z = Math.sin( time * 0.7 ) * scale;
  96. light3.position.x = Math.sin( time * 0.7 ) * scale;
  97. light3.position.y = Math.cos( time * 0.3 ) * scale;
  98. light3.position.z = Math.sin( time * 0.5 ) * scale;
  99. scene.rotation.y = time * 0.1;
  100. renderer.render( scene, camera );
  101. }
  102. </script>
  103. </body>
  104. </html>