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<!DOCTYPE html>
<html lang="en">
<head>
<head>
<title>three.js webgpu - postprocessing - Screen Space Reflections (SSR)</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="example.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
<div class="title-wrapper">
<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>SSR</span>
</div>
<small>
Screen Space Reflections.<br />
<a href="https://skfb.ly/6tqYD" target="_blank" rel="noopener">Steampunk Camera</a> by
<a href="https://sketchfab.com/lumoize" target="_blank" rel="noopener">dylanheyes</a> is licensed under <a href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener">Creative Commons Attribution</a>.
</small>
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three/webgpu';
import { pass, mrt, output, normalView, metalness, roughness, blendColor, screenUV, color, sample, directionToColor, colorToDirection, vec2, colorSpaceToWorking } from 'three/tsl';
import { ssr } from 'three/addons/tsl/display/SSRNode.js';
import { smaa } from 'three/addons/tsl/display/SMAANode.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { Inspector } from 'three/addons/inspector/Inspector.js';
const params = {
quality: 0.5,
blurQuality: 2,
maxDistance: 0.5,
opacity: 1,
thickness: 0.015,
roughness: 1,
enabled: true
};
let camera, scene, model, renderer, postProcessing, ssrPass;
let controls;
init();
async function init() {
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 0.1, 50 );
camera.position.set( 3, 2, 3 );
scene = new THREE.Scene();
scene.backgroundNode = screenUV.distance( .5 ).remap( 0, 0.5 ).mix( color( 0x888877 ), color( 0x776666 ) );
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
dracoLoader.setDecoderConfig( { type: 'js' } );
const loader = new GLTFLoader();
loader.setDRACOLoader( dracoLoader );
loader.load( 'models/gltf/steampunk_camera.glb', function ( gltf ) {
model = gltf.scene;
model.traverse( function ( object ) {
if ( object.material ) {
if ( object.material.name === 'Lense_Casing' ) {
object.material.transparent = true;
}
// Avoid overdrawing
object.material.side = THREE.FrontSide;
}
} );
model.position.y = 0.1;
scene.add( model );
} );
//
renderer = new THREE.WebGPURenderer();
// renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.inspector = new Inspector();
document.body.appendChild( renderer.domElement );
await renderer.init();
const environment = new RoomEnvironment();
const pmremGenerator = new THREE.PMREMGenerator( renderer );
scene.environment = pmremGenerator.fromScene( environment, 0.04 ).texture;
scene.environmentIntensity = 1.25;
pmremGenerator.dispose();
//
postProcessing = new THREE.PostProcessing( renderer );
const scenePass = pass( scene, camera );
scenePass.setMRT( mrt( {
output: output,
normal: directionToColor( normalView ),
metalrough: vec2( metalness, roughness ) // pack metalness and roughness into a single attachment
} ) );
const scenePassColor = scenePass.getTextureNode( 'output' ).toInspector( 'Color' );
const scenePassNormal = scenePass.getTextureNode( 'normal' ).toInspector( 'Normal', ( node ) => {
return colorSpaceToWorking( node, THREE.SRGBColorSpace );
} );
const scenePassDepth = scenePass.getTextureNode( 'depth' ).toInspector( 'Depth', () => {
return scenePass.getLinearDepthNode();
} );
const scenePassMetalRough = scenePass.getTextureNode( 'metalrough' ).toInspector( 'Metalness-Roughness' );
// optional: optimize bandwidth by reducing the texture precision for normals and metal/roughness
const normalTexture = scenePass.getTexture( 'normal' );
normalTexture.type = THREE.UnsignedByteType;
const metalRoughTexture = scenePass.getTexture( 'metalrough' );
metalRoughTexture.type = THREE.UnsignedByteType;
const sceneNormal = sample( ( uv ) => {
return colorToDirection( scenePassNormal.sample( uv ) );
} );
//
ssrPass = ssr( scenePassColor, scenePassDepth, sceneNormal, scenePassMetalRough.r, scenePassMetalRough.g ).toInspector( 'SSR' );
// blend SSR over beauty
const outputNode = smaa( blendColor( scenePassColor, ssrPass ) );
postProcessing.outputNode = outputNode;
//
controls = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.update();
window.addEventListener( 'resize', onWindowResize );
// GUI
const gui = renderer.inspector.createParameters( 'Settings' );
const ssrFolder = gui.addFolder( 'SSR' );
ssrFolder.add( params, 'quality', 0, 1 ).onChange( updateParameters );
ssrFolder.add( params, 'blurQuality', 1, 3, 1 ).onChange( updateParameters );
ssrFolder.add( params, 'maxDistance', 0, 1 ).onChange( updateParameters );
ssrFolder.add( params, 'opacity', 0, 1 ).onChange( updateParameters );
ssrFolder.add( params, 'thickness', 0, 0.05 ).onChange( updateParameters );
ssrFolder.add( params, 'enabled' ).onChange( () => {
if ( params.enabled === true ) {
postProcessing.outputNode = outputNode;
} else {
postProcessing.outputNode = scenePass;
}
postProcessing.needsUpdate = true;
} );
const modelFolder = gui.addFolder( 'Model' );
modelFolder.add( params, 'roughness', 0, 1 ).onChange( ( value ) => {
model.traverse( function ( object ) {
if ( object.material ) {
object.material.roughness = value;
}
} );
} );
updateParameters();
}
function updateParameters() {
ssrPass.quality.value = params.quality;
ssrPass.blurQuality.value = params.blurQuality;
ssrPass.maxDistance.value = params.maxDistance;
ssrPass.opacity.value = params.opacity;
ssrPass.thickness.value = params.thickness;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
controls.update();
postProcessing.render();
}
</script>
</body>
</html>