Unverified Commit 91e1b871 authored by Bruno Simon's avatar Bruno Simon Committed by GitHub
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Examples: Add TSL Raging Sea example (#29000)

parent a839af71
Showing with 204 additions and 0 deletions
+204 -0
......@@ -405,6 +405,7 @@
"webgpu_tsl_compute_attractors_particles",
"webgpu_tsl_editor",
"webgpu_tsl_galaxy",
"webgpu_tsl_raging_sea",
"webgpu_tsl_halftone",
"webgpu_tsl_transpiler",
"webgpu_tsl_vfx_flames",
......
examples/screenshots/webgpu_tsl_raging_sea.jpg

24.6 KB

<!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, tslFn, modelNormalMatrix } 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 = tslFn( ( [ 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 = modelNormalMatrix.mul( 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>
......@@ -153,6 +153,7 @@ const exceptionList = [
'webgpu_tsl_vfx_flames',
'webgpu_tsl_galaxy',
'webgpu_tsl_compute_attractors_particles',
'webgpu_tsl_raging_sea',
'webgpu_tsl_halftone',
// WebGPU idleTime and parseTime too low
......
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