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WebGPURenderer: Backdrop Water Example (#27397)
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* fix triplanar with dynamic mesh

* add example: `webgpu_backdrop_water`

* fix names

* cleanup

* cleanup

* revision

* Update puppeteer.js

* revision

* revision

* caustic

* revision

* revision

* Update webgpu_backdrop_water.html

* update shadow
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sunag authored and pull[bot] committed Dec 20, 2023
1 parent ff371d7 commit 1094869
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Showing 6 changed files with 256 additions and 3 deletions.
1 change: 1 addition & 0 deletions examples/files.json
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Expand Up @@ -316,6 +316,7 @@
"webgpu (wip)": [
"webgpu_backdrop",
"webgpu_backdrop_area",
"webgpu_backdrop_water",
"webgpu_camera_logarithmicdepthbuffer",
"webgpu_clearcoat",
"webgpu_compute_audio",
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6 changes: 3 additions & 3 deletions examples/jsm/nodes/utils/TriplanarTexturesNode.js
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@@ -1,13 +1,13 @@
import Node, { addNodeClass } from '../core/Node.js';
import { add } from '../math/OperatorNode.js';
import { normalWorld } from '../accessors/NormalNode.js';
import { positionWorld } from '../accessors/PositionNode.js';
import { normalLocal } from '../accessors/NormalNode.js';
import { positionLocal } from '../accessors/PositionNode.js';
import { texture } from '../accessors/TextureNode.js';
import { addNodeElement, nodeProxy, float, vec3 } from '../shadernode/ShaderNode.js';

class TriplanarTexturesNode extends Node {

constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionWorld, normalNode = normalWorld ) {
constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {

super( 'vec4' );

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Binary file modified examples/screenshots/webgpu_morphtargets_face.jpg
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251 changes: 251 additions & 0 deletions examples/webgpu_backdrop_water.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - WebGPU - Backdrop Water</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</a> WebGPU - Backdrop Water
</div>

<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",
"three/nodes": "./jsm/nodes/Nodes.js"
}
}
</script>

<script type="module">

import * as THREE from 'three';
import { color, depth, depthTexture, normalWorld, triplanarTexture, texture, viewportSharedTexture, mx_worley_noise_float, positionWorld, timerLocal, MeshStandardNodeMaterial, MeshBasicNodeMaterial } from 'three/nodes';

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

import WebGPU from 'three/addons/capabilities/WebGPU.js';
import WebGL from 'three/addons/capabilities/WebGL.js';

import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

let camera, scene, renderer;
let mixer, objects, clock;
let model, floor, floorPosition;

init();

function init() {

if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {

document.body.appendChild( WebGPU.getErrorMessage() );

throw new Error( 'No WebGPU or WebGL2 support' );

}

camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.25, 30 );
camera.position.set( 3, 3, 4 );

scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x74ccf4, 7, 25 );
scene.backgroundNode = normalWorld.y.mix( color( 0x74ccf4 ), color( 0x0066ff ) );
camera.lookAt( 0, 1, 0 );

const sunLight = new THREE.DirectionalLight( 0xFFE499, 5 );
sunLight.castShadow = true;
sunLight.shadow.camera.near = .1;
sunLight.shadow.camera.far = 3;
sunLight.shadow.camera.right = 2;
sunLight.shadow.camera.left = - 2;
sunLight.shadow.camera.top = 2;
sunLight.shadow.camera.bottom = - 2;
sunLight.shadow.mapSize.width = 2048;
sunLight.shadow.mapSize.height = 2048;
sunLight.shadow.bias = - 0.001;
sunLight.position.set( 1, 3, 1 );

const waterAmbientLight = new THREE.HemisphereLight( 0x333366, 0x74ccf4, 5 );
const skyAmbientLight = new THREE.HemisphereLight( 0x74ccf4, 0, 1 );

scene.add( sunLight );
scene.add( skyAmbientLight );
scene.add( waterAmbientLight );

clock = new THREE.Clock();

// animated model

const loader = new GLTFLoader();
loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {

model = gltf.scene;
model.children[ 0 ].children[ 0 ].castShadow = true;

mixer = new THREE.AnimationMixer( model );

const action = mixer.clipAction( gltf.animations[ 0 ] );
action.play();

scene.add( model );

} );

// objects

const textureLoader = new THREE.TextureLoader();
const brick_diffuse = textureLoader.load( './textures/brick_diffuse.jpg' );
brick_diffuse.wrapS = THREE.RepeatWrapping;
brick_diffuse.wrapT = THREE.RepeatWrapping;
brick_diffuse.colorSpace = THREE.NoColorSpace;

const brick = triplanarTexture( texture( brick_diffuse ) );

const geometry = new THREE.TorusKnotGeometry( .6, 0.3, 128, 64 );
const material = new MeshStandardNodeMaterial();
material.colorNode = brick;

const count = 100;
const scale = 3.5;
const column = 10;

objects = new THREE.Group();

for ( let i = 0; i < count; i ++ ) {

const x = i % column;
const y = i / column;

const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( x * scale, 0, y * scale );
mesh.rotation.set( Math.random(), Math.random(), Math.random() );
objects.add( mesh );

}

objects.position.set(
( ( column - 1 ) * scale ) * - .5,
- .3,
( ( count / column ) * scale ) * - .5
);

scene.add( objects );

// water

const depthEffect = depthTexture().distance( depth ).remapClamp( 0, .05 );

const timer = timerLocal( .8 );
const floorUV = positionWorld.xzy;

const waterLayer0 = mx_worley_noise_float( floorUV.mul( 4 ).add( timer ) );
const waterLayer1 = mx_worley_noise_float( floorUV.mul( 2 ).add( timer ) );
const waterLayer2 = mx_worley_noise_float( floorUV.mul( 3 ).add( timer ) );

const waterIntensity = waterLayer0.mul( waterLayer1 ).mul( waterLayer2 ).mul( 5 );
const waterColor = waterIntensity.mix( color( 0x0f5e9c ), color( 0x74ccf4 ) );
const viewportTexture = viewportSharedTexture();

const waterMaterial = new MeshBasicNodeMaterial();
waterMaterial.colorNode = waterColor;
waterMaterial.backdropNode = depthEffect.mul( 3 ).min( 1.4 ).mix( viewportTexture, viewportTexture.mul( color( 0x74ccf4 ) ) );
waterMaterial.backdropAlphaNode = depthEffect.oneMinus();
waterMaterial.transparent = true;

const water = new THREE.Mesh( new THREE.BoxGeometry( 100, .001, 100 ), waterMaterial );
water.position.set( 0, .8, 0 );
scene.add( water );

// floor

floor = new THREE.Mesh( new THREE.BoxGeometry( 1.7, 10, 1.7 ), new MeshStandardNodeMaterial( { colorNode: brick } ) );
floor.position.set( 0, - 5, 0 );
scene.add( floor );

// caustics

const waterPosY = positionWorld.y.sub( water.position.y );

let transition = waterPosY.add( .1 ).saturate().oneMinus();
transition = waterPosY.lessThan( 0 ).cond( transition, normalWorld.y.mix( transition, 0 ) ).toVar();

material.colorNode = transition.mix( material.colorNode, material.colorNode.add( waterLayer0 ) );
floor.material.colorNode = material.colorNode;

// renderer

renderer = new WebGPURenderer( /*{ antialias: true }*/ );
renderer.stencil = false;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );

const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 1;
controls.maxDistance = 10;
controls.maxPolarAngle = Math.PI * 0.9;
controls.target.set( 0, 1, 0 );
controls.update();

// gui

const gui = new GUI();

floorPosition = new THREE.Vector3( 0, 1, 0 );

gui.add( floorPosition, 'y', 0, 2, .001 ).name( 'position' );

//

window.addEventListener( 'resize', onWindowResize );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

const delta = clock.getDelta();

floor.position.y = floorPosition.y - 5;

if ( model ) {

mixer.update( delta );

model.position.y = floorPosition.y;

}

for ( const object of objects.children ) {

object.position.y = Math.sin( clock.elapsedTime + object.id ) * .3;
object.rotation.y += delta * .3;

}

renderer.render( scene, camera );

}

</script>
</body>
</html>
1 change: 1 addition & 0 deletions test/e2e/puppeteer.js
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Expand Up @@ -132,6 +132,7 @@ const exceptionList = [
'webgpu_loader_materialx',
'webgpu_materials_video',
'webgpu_materialx_noise',
'webgpu_morphtargets_face',
'webgpu_occlusion',
'webgpu_particles',
'webgpu_shadertoy',
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