|
| 1 | +<!DOCTYPE html> |
| 2 | +<html lang="en"> |
| 3 | + <head> |
| 4 | + <title>three.js webgpu - volumetric lighting using TRAA</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="example.css"> |
| 8 | + </head> |
| 9 | + |
| 10 | + <body> |
| 11 | + |
| 12 | + <div id="info"> |
| 13 | + <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a> |
| 14 | + |
| 15 | + <div class="title-wrapper"> |
| 16 | + <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Volumetric Lighting using TRAA</span> |
| 17 | + </div> |
| 18 | + |
| 19 | + <small>Compatible with native lights and shadows using TRAA.</small> |
| 20 | + </div> |
| 21 | + |
| 22 | + <script type="importmap"> |
| 23 | + { |
| 24 | + "imports": { |
| 25 | + "three": "../build/three.webgpu.js", |
| 26 | + "three/webgpu": "../build/three.webgpu.js", |
| 27 | + "three/tsl": "../build/three.tsl.js", |
| 28 | + "three/addons/": "./jsm/" |
| 29 | + } |
| 30 | + } |
| 31 | + </script> |
| 32 | + |
| 33 | + <script type="module"> |
| 34 | + |
| 35 | + import * as THREE from 'three/webgpu'; |
| 36 | + import { vec2, vec3, Fn, texture3D, screenUV, uniform, screenCoordinate, pass, depthPass, mrt, output, velocity, fract, interleavedGradientNoise } from 'three/tsl'; |
| 37 | + |
| 38 | + import { traa } from 'three/addons/tsl/display/TRAANode.js'; |
| 39 | + |
| 40 | + import { Inspector } from 'three/addons/inspector/Inspector.js'; |
| 41 | + |
| 42 | + import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; |
| 43 | + import { ImprovedNoise } from 'three/addons/math/ImprovedNoise.js'; |
| 44 | + import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js'; |
| 45 | + |
| 46 | + // Halton sequence for temporal offset - matches TRAA's 32-sample Halton jitter |
| 47 | + // This creates optimal low-discrepancy distribution that accumulates well with TRAA |
| 48 | + function halton( index, base ) { |
| 49 | + |
| 50 | + let result = 0; |
| 51 | + let f = 1; |
| 52 | + |
| 53 | + while ( index > 0 ) { |
| 54 | + |
| 55 | + f /= base; |
| 56 | + result += f * ( index % base ); |
| 57 | + index = Math.floor( index / base ); |
| 58 | + |
| 59 | + } |
| 60 | + |
| 61 | + return result; |
| 62 | + |
| 63 | + } |
| 64 | + |
| 65 | + // Generate 32 Halton offsets (base 2, 3) - same length as TRAA |
| 66 | + const _haltonOffsets = Array.from( |
| 67 | + { length: 32 }, |
| 68 | + ( _, i ) => [ halton( i + 1, 2 ), halton( i + 1, 3 ) ] |
| 69 | + ); |
| 70 | + |
| 71 | + let renderer, scene, camera; |
| 72 | + let volumetricMesh, teapot, pointLight, spotLight; |
| 73 | + let renderPipeline; |
| 74 | + let temporalOffset, temporalRotation, shaderTime; |
| 75 | + let params; |
| 76 | + |
| 77 | + init(); |
| 78 | + |
| 79 | + function createTexture3D() { |
| 80 | + |
| 81 | + let i = 0; |
| 82 | + |
| 83 | + const size = 128; |
| 84 | + const data = new Uint8Array( size * size * size ); |
| 85 | + |
| 86 | + const scale = 10; |
| 87 | + const perlin = new ImprovedNoise(); |
| 88 | + |
| 89 | + const repeatFactor = 5.0; |
| 90 | + |
| 91 | + for ( let z = 0; z < size; z ++ ) { |
| 92 | + |
| 93 | + for ( let y = 0; y < size; y ++ ) { |
| 94 | + |
| 95 | + for ( let x = 0; x < size; x ++ ) { |
| 96 | + |
| 97 | + const nx = ( x / size ) * repeatFactor; |
| 98 | + const ny = ( y / size ) * repeatFactor; |
| 99 | + const nz = ( z / size ) * repeatFactor; |
| 100 | + |
| 101 | + const noiseValue = perlin.noise( nx * scale, ny * scale, nz * scale ); |
| 102 | + |
| 103 | + data[ i ] = ( 128 + 128 * noiseValue ); |
| 104 | + |
| 105 | + i ++; |
| 106 | + |
| 107 | + } |
| 108 | + |
| 109 | + } |
| 110 | + |
| 111 | + } |
| 112 | + |
| 113 | + const texture = new THREE.Data3DTexture( data, size, size, size ); |
| 114 | + texture.format = THREE.RedFormat; |
| 115 | + texture.minFilter = THREE.LinearFilter; |
| 116 | + texture.magFilter = THREE.LinearFilter; |
| 117 | + texture.wrapS = THREE.RepeatWrapping; |
| 118 | + texture.wrapT = THREE.RepeatWrapping; |
| 119 | + texture.unpackAlignment = 1; |
| 120 | + texture.needsUpdate = true; |
| 121 | + |
| 122 | + return texture; |
| 123 | + |
| 124 | + } |
| 125 | + |
| 126 | + function init() { |
| 127 | + |
| 128 | + renderer = new THREE.WebGPURenderer(); |
| 129 | + // renderer.setPixelRatio( window.devicePixelRatio ); // Disable DPR for performance |
| 130 | + renderer.setSize( window.innerWidth, window.innerHeight ); |
| 131 | + renderer.setAnimationLoop( animate ); |
| 132 | + renderer.toneMapping = THREE.NeutralToneMapping; |
| 133 | + renderer.toneMappingExposure = 2; |
| 134 | + renderer.shadowMap.enabled = true; |
| 135 | + renderer.inspector = new Inspector(); |
| 136 | + document.body.appendChild( renderer.domElement ); |
| 137 | + |
| 138 | + scene = new THREE.Scene(); |
| 139 | + |
| 140 | + camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 ); |
| 141 | + camera.position.set( - 8, 1, - 6 ); |
| 142 | + |
| 143 | + const controls = new OrbitControls( camera, renderer.domElement ); |
| 144 | + controls.maxDistance = 40; |
| 145 | + controls.minDistance = 2; |
| 146 | + |
| 147 | + // Volumetric Fog Area |
| 148 | + |
| 149 | + const noiseTexture3D = createTexture3D(); |
| 150 | + |
| 151 | + const smokeAmount = uniform( 2 ); |
| 152 | + |
| 153 | + const volumetricMaterial = new THREE.VolumeNodeMaterial(); |
| 154 | + volumetricMaterial.steps = 12; |
| 155 | + volumetricMaterial.transparent = true; |
| 156 | + volumetricMaterial.blending = THREE.AdditiveBlending; |
| 157 | + |
| 158 | + // Temporal dithering using Interleaved Gradient Noise (IGN) + Halton sequence |
| 159 | + temporalOffset = uniform( 0 ); |
| 160 | + temporalRotation = uniform( 0 ); |
| 161 | + shaderTime = uniform( 0 ); |
| 162 | + |
| 163 | + const temporalJitter2D = vec2( temporalOffset, temporalRotation ); |
| 164 | + volumetricMaterial.offsetNode = fract( interleavedGradientNoise( screenCoordinate.add( temporalJitter2D.mul( 100 ) ) ).add( temporalOffset ) ); |
| 165 | + volumetricMaterial.scatteringNode = Fn( ( { positionRay } ) => { |
| 166 | + |
| 167 | + const timeScaled = vec3( shaderTime, 0, shaderTime.mul( .3 ) ); |
| 168 | + |
| 169 | + const sampleGrain = ( scale, timeScale = 1 ) => texture3D( noiseTexture3D, positionRay.add( timeScaled.mul( timeScale ) ).mul( scale ).mod( 1 ), 0 ).r.add( .5 ); |
| 170 | + |
| 171 | + let density = sampleGrain( .1 ); |
| 172 | + density = density.mul( sampleGrain( .05, 1 ) ); |
| 173 | + density = density.mul( sampleGrain( .02, 2 ) ); |
| 174 | + |
| 175 | + return smokeAmount.mix( 1, density ); |
| 176 | + |
| 177 | + } ); |
| 178 | + |
| 179 | + volumetricMesh = new THREE.Mesh( new THREE.BoxGeometry( 20, 10, 20 ), volumetricMaterial ); |
| 180 | + volumetricMesh.receiveShadow = true; |
| 181 | + volumetricMesh.position.y = 2; |
| 182 | + scene.add( volumetricMesh ); |
| 183 | + |
| 184 | + // Objects |
| 185 | + |
| 186 | + teapot = new THREE.Mesh( new TeapotGeometry( .8, 18 ), new THREE.MeshStandardMaterial( { color: 0xffffff, side: THREE.DoubleSide } ) ); |
| 187 | + teapot.castShadow = true; |
| 188 | + scene.add( teapot ); |
| 189 | + |
| 190 | + const floor = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshStandardMaterial( { color: 0xffffff } ) ); |
| 191 | + floor.rotation.x = - Math.PI / 2; |
| 192 | + floor.position.y = - 3; |
| 193 | + floor.receiveShadow = true; |
| 194 | + scene.add( floor ); |
| 195 | + |
| 196 | + // Lights |
| 197 | + |
| 198 | + pointLight = new THREE.PointLight( 0xf9bb50, 3, 100 ); |
| 199 | + pointLight.castShadow = true; |
| 200 | + pointLight.position.set( 0, 1.4, 0 ); |
| 201 | + scene.add( pointLight ); |
| 202 | + |
| 203 | + spotLight = new THREE.SpotLight( 0xffffff, 100 ); |
| 204 | + spotLight.position.set( 2.5, 5, 2.5 ); |
| 205 | + spotLight.angle = Math.PI / 6; |
| 206 | + spotLight.penumbra = 1; |
| 207 | + spotLight.decay = 2; |
| 208 | + spotLight.distance = 0; |
| 209 | + spotLight.map = new THREE.TextureLoader().setPath( 'textures/' ).load( 'colors.png' ); |
| 210 | + spotLight.castShadow = true; |
| 211 | + spotLight.shadow.intensity = .98; |
| 212 | + spotLight.shadow.mapSize.width = 1024; |
| 213 | + spotLight.shadow.mapSize.height = 1024; |
| 214 | + spotLight.shadow.camera.near = 1; |
| 215 | + spotLight.shadow.camera.far = 15; |
| 216 | + spotLight.shadow.focus = 1; |
| 217 | + scene.add( spotLight ); |
| 218 | + |
| 219 | + // Render Pipeline |
| 220 | + |
| 221 | + renderPipeline = new THREE.RenderPipeline( renderer ); |
| 222 | + |
| 223 | + const volumetricIntensity = uniform( 1 ); |
| 224 | + |
| 225 | + // Pre-Pass: Opaque objects only (volumetric is transparent, excluded automatically) |
| 226 | + |
| 227 | + const prePass = depthPass( scene, camera ); |
| 228 | + prePass.name = 'Pre Pass'; |
| 229 | + prePass.transparent = false; |
| 230 | + |
| 231 | + const prePassDepth = prePass.getTextureNode( 'depth' ).toInspector( 'Depth', () => prePass.getLinearDepthNode() ); |
| 232 | + |
| 233 | + // Apply depth to volumetric material for proper occlusion |
| 234 | + |
| 235 | + volumetricMaterial.depthNode = prePassDepth.sample( screenUV ); |
| 236 | + |
| 237 | + // Scene Pass: Full scene including volumetric with MRT |
| 238 | + |
| 239 | + const scenePass = pass( scene, camera ).toInspector( 'Scene' ); |
| 240 | + scenePass.name = 'Scene Pass'; |
| 241 | + scenePass.setMRT( mrt( { |
| 242 | + output: output, |
| 243 | + velocity: velocity |
| 244 | + } ) ); |
| 245 | + |
| 246 | + const scenePassColor = scenePass.getTextureNode().toInspector( 'Output' ); |
| 247 | + const scenePassVelocity = scenePass.getTextureNode( 'velocity' ).toInspector( 'Velocity' ); |
| 248 | + |
| 249 | + // TRAA with scene pass depth/velocity (includes volumetric) |
| 250 | + |
| 251 | + const traaPass = traa( scenePassColor, prePassDepth, scenePassVelocity, camera ); |
| 252 | + |
| 253 | + renderPipeline.outputNode = traaPass; |
| 254 | + |
| 255 | + // GUI |
| 256 | + |
| 257 | + params = { |
| 258 | + traa: true, |
| 259 | + animated: true |
| 260 | + }; |
| 261 | + |
| 262 | + const gui = renderer.inspector.createParameters( 'Volumetric Lighting' ); |
| 263 | + |
| 264 | + gui.add( params, 'animated' ); |
| 265 | + gui.add( params, 'traa' ).name( 'TRAA' ).onChange( updatePostProcessing ); |
| 266 | + |
| 267 | + const rayMarching = gui.addFolder( 'Ray Marching' ); |
| 268 | + rayMarching.add( volumetricMaterial, 'steps', 2, 16, 1 ).name( 'step count' ); |
| 269 | + |
| 270 | + function updatePostProcessing() { |
| 271 | + |
| 272 | + renderPipeline.outputNode = params.traa ? traaPass : scenePassColor; |
| 273 | + renderPipeline.needsUpdate = true; |
| 274 | + |
| 275 | + } |
| 276 | + |
| 277 | + const lighting = gui.addFolder( 'Lighting / Scene' ); |
| 278 | + lighting.add( pointLight, 'intensity', 0, 6 ).name( 'light intensity' ); |
| 279 | + lighting.add( spotLight, 'intensity', 0, 200 ).name( 'spot intensity' ); |
| 280 | + lighting.add( volumetricIntensity, 'value', 0, 2 ).name( 'volumetric intensity' ); |
| 281 | + lighting.add( smokeAmount, 'value', 0, 3 ).name( 'smoke amount' ); |
| 282 | + |
| 283 | + window.addEventListener( 'resize', onWindowResize ); |
| 284 | + |
| 285 | + } |
| 286 | + |
| 287 | + function onWindowResize() { |
| 288 | + |
| 289 | + camera.aspect = window.innerWidth / window.innerHeight; |
| 290 | + camera.updateProjectionMatrix(); |
| 291 | + |
| 292 | + renderer.setSize( window.innerWidth, window.innerHeight ); |
| 293 | + |
| 294 | + } |
| 295 | + |
| 296 | + let frameCount = 0; |
| 297 | + let animationTime = 0; |
| 298 | + let lastTime = performance.now(); |
| 299 | + |
| 300 | + function animate() { |
| 301 | + |
| 302 | + const currentTime = performance.now(); |
| 303 | + const delta = ( currentTime - lastTime ) * 0.001; |
| 304 | + lastTime = currentTime; |
| 305 | + |
| 306 | + // Update temporal uniforms - synced with TRAA's Halton sequence for optimal accumulation |
| 307 | + const haltonIndex = frameCount % 32; |
| 308 | + temporalOffset.value = _haltonOffsets[ haltonIndex ][ 0 ]; |
| 309 | + temporalRotation.value = _haltonOffsets[ haltonIndex ][ 1 ]; |
| 310 | + frameCount ++; |
| 311 | + |
| 312 | + if ( params.animated ) { |
| 313 | + |
| 314 | + animationTime += delta; |
| 315 | + |
| 316 | + } |
| 317 | + |
| 318 | + shaderTime.value = animationTime; |
| 319 | + |
| 320 | + const scale = 2.4; |
| 321 | + |
| 322 | + pointLight.position.x = Math.sin( animationTime * 0.7 ) * scale; |
| 323 | + pointLight.position.y = Math.cos( animationTime * 0.5 ) * scale; |
| 324 | + pointLight.position.z = Math.cos( animationTime * 0.3 ) * scale; |
| 325 | + |
| 326 | + spotLight.position.x = Math.cos( animationTime * 0.3 ) * scale; |
| 327 | + spotLight.lookAt( 0, 0, 0 ); |
| 328 | + |
| 329 | + teapot.rotation.y = animationTime * 0.2; |
| 330 | + |
| 331 | + renderPipeline.render(); |
| 332 | + |
| 333 | + } |
| 334 | + |
| 335 | + </script> |
| 336 | + |
| 337 | + </body> |
| 338 | +</html> |
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