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Examples: Add galaxy (#28955)
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* Examples: Add galaxy

* update screenshot

* Examples: Rename TSL Galaxy and use THREE core materials

* Examples: TSL Galaxy fix screenshot

* update screenshot

* Examples: TSL Galaxy fix pow on negative

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brunosimon authored Jul 24, 2024
1 parent 573ddd7 commit e241101
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1 change: 1 addition & 0 deletions examples/files.json
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"webgpu_textures_anisotropy",
"webgpu_textures_partialupdate",
"webgpu_tsl_editor",
"webgpu_tsl_galaxy",
"webgpu_tsl_transpiler",
"webgpu_video_panorama",
"webgpu_volume_cloud",
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159 changes: 159 additions & 0 deletions examples/webgpu_tsl_galaxy.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - galaxy</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> - galaxy
<br>
Based on <a href="https://threejs-journey.com/lessons/animated-galaxy" target="_blank" rel="noopener">Three.js Journey</a> lessons
</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 { color, cos, float, mix, range, sin, timerLocal, uniform, uv, vec3, vec4, PI, PI2, tslFn } from 'three/tsl';

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

let camera, scene, renderer, controls;

init();

function init() {

camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 4, 2, 5 );

scene = new THREE.Scene();
scene.background = new THREE.Color( 0x201919 );

// galaxy

const material = new THREE.SpriteNodeMaterial( {
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending
} );

const size = uniform( 0.08 );
material.scaleNode = range( 0, 1 ).mul( size );

const time = timerLocal();

const radiusRatio = range( 0, 1 );
const radius = radiusRatio.pow( 1.5 ).mul( 5 ).toVar();

const branches = 3;
const branchAngle = range( 0, branches ).floor().mul( PI2.div( branches ) );
const angle = branchAngle.add( time.mul( radiusRatio.oneMinus() ) );

const position = vec3(
cos( angle ),
0,
sin( angle )
).mul( radius );

const sphericalToVec3 = tslFn( ( [ phi, theta ] ) => {

const sinPhiRadius = sin( phi );

return vec3(
sinPhiRadius.mul( sin( theta ) ),
cos( phi ),
sinPhiRadius.mul( cos( theta ) )
);

} );

const phi = range( 0, PI2 );
const theta = range( 0, PI );
const offsetRadius = range( 0, 1 ).pow( 2 ).mul( radiusRatio ).mul( 1.25 );
const randomOffset = sphericalToVec3( phi, theta ).mul( offsetRadius );

material.positionNode = position.add( randomOffset );

const colorInside = uniform( color( '#ffa575' ) );
const colorOutside = uniform( color( '#311599' ) );
const colorFinal = mix( colorInside, colorOutside, radiusRatio.oneMinus().pow( 2 ).oneMinus() );
const alpha = float( 0.1 ).div( uv().sub( 0.5 ).length() ).sub( 0.2 );
material.colorNode = vec4( colorFinal, alpha );

const mesh = new THREE.InstancedMesh( new THREE.PlaneGeometry( 1, 1 ), material, 20000 );
scene.add( mesh );

// debug

const gui = new GUI();

gui.add( size, 'value', 0, 1, 0.001 ).name( 'size' );

gui.addColor( { color: colorInside.value.getHex( THREE.SRGBColorSpace ) }, 'color' )
.name( 'colorInside' )
.onChange( function ( value ) {

colorInside.value.set( value );

} );

gui.addColor( { color: colorOutside.value.getHex( THREE.SRGBColorSpace ) }, 'color' )
.name( 'colorOutside' )
.onChange( function ( value ) {

colorOutside.value.set( value );

} );

// 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 = new OrbitControls( camera, renderer.domElement );
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>

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