webgpu_tsl_procedural_terrain.html 11 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - procedural terrain</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="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js webgpu</a> - procedural terrain
  12. <br>
  13. Based on <a href="https://threejs-journey.com/lessons/procedural-terrain-shader" target="_blank" rel="noopener">Three.js Journey</a> lessons
  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 { mx_noise_float, color, cross, dot, float, modelNormalMatrix, positionLocal, sign, step, Fn, uniform, varying, vec2, vec3, Loop } from 'three/tsl';
  27. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  28. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  29. import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
  30. let camera, scene, renderer, controls, drag;
  31. init();
  32. function init() {
  33. camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 100 );
  34. camera.position.set( - 10, 8, - 2.2 );
  35. scene = new THREE.Scene();
  36. scene.background = new THREE.Color( 0x201919 );
  37. const gui = new GUI();
  38. // environment
  39. const rgbeLoader = new RGBELoader();
  40. rgbeLoader.load( './textures/equirectangular/pedestrian_overpass_1k.hdr', ( environmentMap ) => {
  41. environmentMap.mapping = THREE.EquirectangularReflectionMapping;
  42. scene.background = environmentMap;
  43. scene.backgroundBlurriness = 0.5;
  44. scene.environment = environmentMap;
  45. } );
  46. // lights
  47. const directionalLight = new THREE.DirectionalLight( '#ffffff', 2 );
  48. directionalLight.position.set( 6.25, 3, 4 );
  49. directionalLight.castShadow = true;
  50. directionalLight.shadow.mapSize.set( 1024, 1024 );
  51. directionalLight.shadow.camera.near = 0.1;
  52. directionalLight.shadow.camera.far = 30;
  53. directionalLight.shadow.camera.top = 8;
  54. directionalLight.shadow.camera.right = 8;
  55. directionalLight.shadow.camera.bottom = - 8;
  56. directionalLight.shadow.camera.left = - 8;
  57. directionalLight.shadow.normalBias = 0.05;
  58. directionalLight.shadow.bias = 0;
  59. scene.add( directionalLight );
  60. // terrain
  61. const material = new THREE.MeshStandardNodeMaterial( {
  62. metalness: 0,
  63. roughness: 0.5,
  64. color: '#85d534'
  65. } );
  66. const noiseIterations = uniform( 3 );
  67. const positionFrequency = uniform( 0.175 );
  68. const warpFrequency = uniform( 6 );
  69. const warpStrength = uniform( 1 );
  70. const strength = uniform( 10 );
  71. const offset = uniform( vec2( 0, 0 ) );
  72. const normalLookUpShift = uniform( 0.01 );
  73. const colorSand = uniform( color( '#ffe894' ) );
  74. const colorGrass = uniform( color( '#85d534' ) );
  75. const colorSnow = uniform( color( '#ffffff' ) );
  76. const colorRock = uniform( color( '#bfbd8d' ) );
  77. const vNormal = varying( vec3() );
  78. const vPosition = varying( vec3() );
  79. const terrainElevation = Fn( ( [ position ] ) => {
  80. const warpedPosition = position.add( offset ).toVar();
  81. warpedPosition.addAssign( mx_noise_float( warpedPosition.mul( positionFrequency ).mul( warpFrequency ), 1, 0 ).mul( warpStrength ) );
  82. const elevation = float( 0 ).toVar();
  83. Loop( { type: 'float', start: float( 1 ), end: noiseIterations.toFloat(), condition: '<=' }, ( { i } ) => {
  84. const noiseInput = warpedPosition.mul( positionFrequency ).mul( i.mul( 2 ) ).add( i.mul( 987 ) );
  85. const noise = mx_noise_float( noiseInput, 1, 0 ).div( i.add( 1 ).mul( 2 ) );
  86. elevation.addAssign( noise );
  87. } );
  88. const elevationSign = sign( elevation );
  89. elevation.assign( elevation.abs().pow( 2 ).mul( elevationSign ).mul( strength ) );
  90. return elevation;
  91. } );
  92. material.positionNode = Fn( () => {
  93. // neighbours positions
  94. const neighbourA = positionLocal.xyz.add( vec3( normalLookUpShift, 0.0, 0.0 ) ).toVar();
  95. const neighbourB = positionLocal.xyz.add( vec3( 0.0, 0.0, normalLookUpShift.negate() ) ).toVar();
  96. // elevations
  97. const position = positionLocal.xyz.toVar();
  98. const elevation = terrainElevation( positionLocal.xz );
  99. position.y.addAssign( elevation );
  100. neighbourA.y.addAssign( terrainElevation( neighbourA.xz ) );
  101. neighbourB.y.addAssign( terrainElevation( neighbourB.xz ) );
  102. // compute normal
  103. const toA = neighbourA.sub( position ).normalize();
  104. const toB = neighbourB.sub( position ).normalize();
  105. vNormal.assign( cross( toA, toB ) );
  106. // varyings
  107. vPosition.assign( position.add( vec3( offset.x, 0, offset.y ) ) );
  108. return position;
  109. } )();
  110. material.normalNode = modelNormalMatrix.mul( vNormal );
  111. material.colorNode = Fn( () => {
  112. const finalColor = colorSand.toVar();
  113. // grass
  114. const grassMix = step( - 0.06, vPosition.y );
  115. finalColor.assign( grassMix.mix( finalColor, colorGrass ) );
  116. // rock
  117. const rockMix = step( 0.5, dot( vNormal, vec3( 0, 1, 0 ) ) ).oneMinus().mul( step( - 0.06, vPosition.y ) );
  118. finalColor.assign( rockMix.mix( finalColor, colorRock ) );
  119. // snow
  120. const snowThreshold = mx_noise_float( vPosition.xz.mul( 25 ), 1, 0 ).mul( 0.1 ).add( 0.45 );
  121. const snowMix = step( snowThreshold, vPosition.y );
  122. finalColor.assign( snowMix.mix( finalColor, colorSnow ) );
  123. return finalColor;
  124. } )();
  125. const geometry = new THREE.PlaneGeometry( 10, 10, 500, 500 );
  126. geometry.deleteAttribute( 'uv' );
  127. geometry.deleteAttribute( 'normal' );
  128. geometry.rotateX( - Math.PI * 0.5 );
  129. const terrain = new THREE.Mesh( geometry, material );
  130. terrain.receiveShadow = true;
  131. terrain.castShadow = true;
  132. scene.add( terrain );
  133. // debug
  134. const terrainGui = gui.addFolder( '🏔️ terrain' );
  135. terrainGui.add( noiseIterations, 'value', 0, 10, 1 ).name( 'noiseIterations' );
  136. terrainGui.add( positionFrequency, 'value', 0, 1, 0.001 ).name( 'positionFrequency' );
  137. terrainGui.add( strength, 'value', 0, 20, 0.001 ).name( 'strength' );
  138. terrainGui.add( warpFrequency, 'value', 0, 20, 0.001 ).name( 'warpFrequency' );
  139. terrainGui.add( warpStrength, 'value', 0, 2, 0.001 ).name( 'warpStrength' );
  140. terrainGui.addColor( { color: colorSand.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorSand' ).onChange( value => colorSand.value.set( value ) );
  141. terrainGui.addColor( { color: colorGrass.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorGrass' ).onChange( value => colorGrass.value.set( value ) );
  142. terrainGui.addColor( { color: colorSnow.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorSnow' ).onChange( value => colorSnow.value.set( value ) );
  143. terrainGui.addColor( { color: colorRock.value.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'colorRock' ).onChange( value => colorRock.value.set( value ) );
  144. // water
  145. const water = new THREE.Mesh(
  146. new THREE.PlaneGeometry( 10, 10, 1, 1 ),
  147. new THREE.MeshPhysicalMaterial( {
  148. transmission: 1,
  149. roughness: 0.5,
  150. ior: 1.333,
  151. color: '#4db2ff'
  152. } )
  153. );
  154. water.rotation.x = - Math.PI * 0.5;
  155. water.position.y = - 0.1;
  156. scene.add( water );
  157. const waterGui = gui.addFolder( '💧 water' );
  158. waterGui.add( water.material, 'roughness', 0, 1, 0.01 );
  159. waterGui.add( water.material, 'ior' ).min( 1 ).max( 2 ).step( 0.001 );
  160. waterGui.addColor( { color: water.material.color.getHexString( THREE.SRGBColorSpace ) }, 'color' ).name( 'color' ).onChange( value => water.material.color.set( value ) );
  161. // renderer
  162. renderer = new THREE.WebGPURenderer( { antialias: true } );
  163. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  164. renderer.setPixelRatio( window.devicePixelRatio );
  165. renderer.setSize( window.innerWidth, window.innerHeight );
  166. renderer.setAnimationLoop( animate );
  167. document.body.appendChild( renderer.domElement );
  168. // controls
  169. controls = new OrbitControls( camera, renderer.domElement );
  170. controls.maxPolarAngle = Math.PI * 0.45;
  171. controls.target.y = - 0.5;
  172. controls.enableDamping = true;
  173. controls.minDistance = 0.1;
  174. controls.maxDistance = 50;
  175. // drag
  176. drag = {};
  177. drag.screenCoords = new THREE.Vector2();
  178. drag.prevWorldCoords = new THREE.Vector3();
  179. drag.worldCoords = new THREE.Vector3();
  180. drag.raycaster = new THREE.Raycaster();
  181. drag.down = false;
  182. drag.hover = false;
  183. drag.object = new THREE.Mesh( new THREE.PlaneGeometry( 10, 10, 1, 1 ), new THREE.MeshBasicMaterial() );
  184. drag.object.rotation.x = - Math.PI * 0.5;
  185. drag.object.visible = false;
  186. scene.add( drag.object );
  187. drag.getIntersect = () => {
  188. drag.raycaster.setFromCamera( drag.screenCoords, camera );
  189. const intersects = drag.raycaster.intersectObject( drag.object );
  190. if ( intersects.length )
  191. return intersects[ 0 ];
  192. return null;
  193. };
  194. drag.update = () => {
  195. const intersect = drag.getIntersect();
  196. if ( intersect ) {
  197. drag.hover = true;
  198. if ( ! drag.down )
  199. renderer.domElement.style.cursor = 'grab';
  200. } else {
  201. drag.hover = false;
  202. renderer.domElement.style.cursor = 'default';
  203. }
  204. if ( drag.hover && drag.down ) {
  205. drag.worldCoords.copy( intersect.point );
  206. const delta = drag.prevWorldCoords.sub( drag.worldCoords );
  207. offset.value.x += delta.x;
  208. offset.value.y += delta.z;
  209. }
  210. drag.prevWorldCoords.copy( drag.worldCoords );
  211. };
  212. window.addEventListener( 'pointermove', ( event ) => {
  213. drag.screenCoords.x = ( event.clientX / window.innerWidth - 0.5 ) * 2;
  214. drag.screenCoords.y = - ( event.clientY / window.innerHeight - 0.5 ) * 2;
  215. } );
  216. window.addEventListener( 'pointerdown', () => {
  217. if ( drag.hover ) {
  218. renderer.domElement.style.cursor = 'grabbing';
  219. controls.enabled = false;
  220. drag.down = true;
  221. drag.object.scale.setScalar( 10 );
  222. const intersect = drag.getIntersect();
  223. drag.prevWorldCoords.copy( intersect.point );
  224. drag.worldCoords.copy( intersect.point );
  225. }
  226. } );
  227. window.addEventListener( 'pointerup', () => {
  228. drag.down = false;
  229. controls.enabled = true;
  230. drag.object.scale.setScalar( 1 );
  231. } );
  232. window.addEventListener( 'resize', onWindowResize );
  233. }
  234. function onWindowResize() {
  235. camera.aspect = window.innerWidth / window.innerHeight;
  236. camera.updateProjectionMatrix();
  237. renderer.setSize( window.innerWidth, window.innerHeight );
  238. }
  239. async function animate() {
  240. controls.update();
  241. drag.update();
  242. renderer.render( scene, camera );
  243. }
  244. </script>
  245. </body>
  246. </html>