webgpu_morphtargets.html 4.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - morph targets</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="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - morph targets<br/>
  13. by <a href="https://discoverthreejs.com/" target="_blank" rel="noopener">Discover three.js</a>
  14. </div>
  15. <script type="importmap">
  16. {
  17. "imports": {
  18. "three": "../build/three.webgpu.js",
  19. "three/tsl": "../build/three.webgpu.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  27. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  28. let container, camera, scene, renderer, mesh;
  29. init();
  30. function init() {
  31. container = document.getElementById( 'container' );
  32. scene = new THREE.Scene();
  33. scene.background = new THREE.Color( 0x8FBCD4 );
  34. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
  35. camera.position.z = 10;
  36. scene.add( camera );
  37. scene.add( new THREE.AmbientLight( 0x8FBCD4, 1.5 ) );
  38. const pointLight = new THREE.PointLight( 0xffffff, 200 );
  39. camera.add( pointLight );
  40. const geometry = createGeometry();
  41. const material = new THREE.MeshPhongMaterial( {
  42. color: 0xff0000,
  43. flatShading: true
  44. } );
  45. mesh = new THREE.Mesh( geometry, material );
  46. scene.add( mesh );
  47. initGUI();
  48. renderer = new THREE.WebGPURenderer( { antialias: true } );
  49. renderer.setPixelRatio( window.devicePixelRatio );
  50. renderer.setSize( window.innerWidth, window.innerHeight );
  51. renderer.setAnimationLoop( function () {
  52. renderer.render( scene, camera );
  53. } );
  54. container.appendChild( renderer.domElement );
  55. const controls = new OrbitControls( camera, renderer.domElement );
  56. controls.enableZoom = false;
  57. window.addEventListener( 'resize', onWindowResize );
  58. }
  59. function createGeometry() {
  60. const geometry = new THREE.BoxGeometry( 2, 2, 2, 32, 32, 32 );
  61. // create an empty array to hold targets for the attribute we want to morph
  62. // morphing positions and normals is supported
  63. geometry.morphAttributes.position = [];
  64. // the original positions of the cube's vertices
  65. const positionAttribute = geometry.attributes.position;
  66. // for the first morph target we'll move the cube's vertices onto the surface of a sphere
  67. const spherePositions = [];
  68. // for the second morph target, we'll twist the cubes vertices
  69. const twistPositions = [];
  70. const direction = new THREE.Vector3( 1, 0, 0 );
  71. const vertex = new THREE.Vector3();
  72. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  73. const x = positionAttribute.getX( i );
  74. const y = positionAttribute.getY( i );
  75. const z = positionAttribute.getZ( i );
  76. spherePositions.push(
  77. x * Math.sqrt( 1 - ( y * y / 2 ) - ( z * z / 2 ) + ( y * y * z * z / 3 ) ),
  78. y * Math.sqrt( 1 - ( z * z / 2 ) - ( x * x / 2 ) + ( z * z * x * x / 3 ) ),
  79. z * Math.sqrt( 1 - ( x * x / 2 ) - ( y * y / 2 ) + ( x * x * y * y / 3 ) )
  80. );
  81. // stretch along the x-axis so we can see the twist better
  82. vertex.set( x * 2, y, z );
  83. vertex.applyAxisAngle( direction, Math.PI * x / 2 ).toArray( twistPositions, twistPositions.length );
  84. }
  85. // add the spherical positions as the first morph target
  86. geometry.morphAttributes.position[ 0 ] = new THREE.Float32BufferAttribute( spherePositions, 3 );
  87. // add the twisted positions as the second morph target
  88. geometry.morphAttributes.position[ 1 ] = new THREE.Float32BufferAttribute( twistPositions, 3 );
  89. return geometry;
  90. }
  91. function initGUI() {
  92. // Set up dat.GUI to control targets
  93. const params = {
  94. Spherify: 0,
  95. Twist: 0,
  96. };
  97. const gui = new GUI( { title: 'Morph Targets' } );
  98. gui.add( params, 'Spherify', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
  99. mesh.morphTargetInfluences[ 0 ] = value;
  100. } );
  101. gui.add( params, 'Twist', 0, 1 ).step( 0.01 ).onChange( function ( value ) {
  102. mesh.morphTargetInfluences[ 1 ] = value;
  103. } );
  104. }
  105. function onWindowResize() {
  106. camera.aspect = window.innerWidth / window.innerHeight;
  107. camera.updateProjectionMatrix();
  108. renderer.setSize( window.innerWidth, window.innerHeight );
  109. }
  110. </script>
  111. </body>
  112. </html>