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WebGPURenderer: Apply fog before tonemapping and encoding #27850
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2bde431
WebGPURenderer: Apply fog before tonemapping and encoding
sunag 51a9567
TSL: Add `rendererReference`
sunag fa358a4
PassNode: Add `getViewZNode()`
sunag 7669377
FogNode: Add `.getViewZNode()`, removed `mixAssign()`
sunag d0e4571
TSL: Add `toneMappingExposure`
sunag 0d7d848
PostProcessing: Add `.renderAsync()`
sunag 7fb4f28
Add `webgpu_custom_fog_background` example
sunag eaecbd2
cleanup
sunag 35e49c1
cleanup
sunag a174963
improve description
sunag 1e7f19f
update example
sunag 3cc2006
Merge branch 'dev' into dev-apply-fog
sunag f9af5f0
FogNode: Use getViewZ() in context instead of viewZ as Node
sunag File filter
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,29 @@ | ||
import ReferenceNode from './ReferenceNode.js'; | ||
import { addNodeClass } from '../core/Node.js'; | ||
import { nodeObject } from '../shadernode/ShaderNode.js'; | ||
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class RendererReferenceNode extends ReferenceNode { | ||
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constructor( property, inputType, renderer = null ) { | ||
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super( property, inputType, renderer ); | ||
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this.renderer = renderer; | ||
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} | ||
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setReference( state ) { | ||
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this.reference = this.renderer !== null ? this.renderer : state.renderer; | ||
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return this.reference; | ||
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} | ||
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} | ||
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export default RendererReferenceNode; | ||
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export const rendererReference = ( name, type, renderer ) => nodeObject( new RendererReferenceNode( name, type, renderer ) ); | ||
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addNodeClass( 'RendererReferenceNode', RendererReferenceNode ); |
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Original file line number | Diff line number | Diff line change |
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@@ -1,11 +1,12 @@ | ||
import TempNode from '../core/TempNode.js'; | ||
import { addNodeClass } from '../core/Node.js'; | ||
import { tslFn, nodeObject, float, mat3, vec3 } from '../shadernode/ShaderNode.js'; | ||
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import { NoToneMapping, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping } from 'three'; | ||
import { addNodeElement, tslFn, nodeObject, float, mat3, vec3 } from '../shadernode/ShaderNode.js'; | ||
import { rendererReference } from '../accessors/RendererReferenceNode.js'; | ||
import { clamp, log2, max, pow } from '../math/MathNode.js'; | ||
import { mul } from '../math/OperatorNode.js'; | ||
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import { NoToneMapping, LinearToneMapping, ReinhardToneMapping, CineonToneMapping, ACESFilmicToneMapping, AgXToneMapping } from 'three'; | ||
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// exposure only | ||
const LinearToneMappingNode = tslFn( ( { color, exposure } ) => { | ||
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@@ -127,7 +128,7 @@ const toneMappingLib = { | |
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class ToneMappingNode extends TempNode { | ||
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constructor( toneMapping = NoToneMapping, exposureNode = float( 1 ), colorNode = null ) { | ||
constructor( toneMapping = NoToneMapping, exposureNode = toneMappingExposure, colorNode = null ) { | ||
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super( 'vec3' ); | ||
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@@ -180,5 +181,8 @@ class ToneMappingNode extends TempNode { | |
export default ToneMappingNode; | ||
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export const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) ); | ||
export const toneMappingExposure = rendererReference( 'toneMappingExposure', 'float' ); | ||
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addNodeElement( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) ); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think this may be quite confusing... |
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addNodeClass( 'ToneMappingNode', ToneMappingNode ); |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,150 @@ | ||
<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<title>three.js webgpu - custom fog background</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"> | ||
<style> | ||
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#info { | ||
background-color: #0066ff; | ||
} | ||
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</style> | ||
</head> | ||
<body> | ||
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<div id="info"> | ||
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgpu custom fog background<br /> | ||
Battle Damaged Sci-fi Helmet by | ||
<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br /> | ||
<a href="https://hdrihaven.com/hdri/?h=royal_esplanade" target="_blank" rel="noopener">Royal Esplanade</a> by <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a> | ||
</div> | ||
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<script type="importmap"> | ||
{ | ||
"imports": { | ||
"three": "../build/three.module.js", | ||
"three/addons/": "./jsm/", | ||
"three/nodes": "./jsm/nodes/Nodes.js" | ||
} | ||
} | ||
</script> | ||
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<script type="module"> | ||
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import * as THREE from 'three'; | ||
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import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js'; | ||
import PostProcessing from 'three/addons/renderers/common/PostProcessing.js'; | ||
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import { pass, color, rangeFog } from 'three/nodes'; | ||
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import { RGBELoader } from 'three/addons/loaders/RGBELoader.js'; | ||
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; | ||
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; | ||
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let camera, scene, renderer; | ||
let postProcessing; | ||
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init(); | ||
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function init() { | ||
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const container = document.createElement( 'div' ); | ||
document.body.appendChild( container ); | ||
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 ); | ||
camera.position.set( - 1.8, 0.6, 2.7 ); | ||
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scene = new THREE.Scene(); | ||
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renderer = new WebGPURenderer( { antialias: true } ); | ||
renderer.setPixelRatio( window.devicePixelRatio ); | ||
renderer.setSize( window.innerWidth, window.innerHeight ); | ||
//renderer.toneMapping = THREE.ACESFilmicToneMapping; // apply tone mapping in post processing | ||
container.appendChild( renderer.domElement ); | ||
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// post processing | ||
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// render scene pass ( the same of css ) | ||
const scenePass = pass( scene, camera ); | ||
const scenePassViewZ = scenePass.getViewZNode(); | ||
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// background color | ||
const backgroundColor = color( 0x0066ff ); | ||
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// get fog factor from scene pass context | ||
// equivalent to: scene.fog = new THREE.Fog( 0x0066ff, 2.7, 4 ); | ||
const fogFactor = rangeFog( null, 2.7, 4 ).context( { viewZ: scenePassViewZ } ); | ||
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// tone mapping scene pass | ||
const scenePassTM = scenePass.toneMapping( THREE.ACESFilmicToneMapping ); | ||
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// mix fog from fog factor and background color | ||
const compose = fogFactor.mix( scenePassTM, backgroundColor ); | ||
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postProcessing = new PostProcessing( renderer ); | ||
postProcessing.outputNode = compose; | ||
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// | ||
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new RGBELoader() | ||
.setPath( 'textures/equirectangular/' ) | ||
.load( 'royal_esplanade_1k.hdr', function ( texture ) { | ||
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texture.mapping = THREE.EquirectangularReflectionMapping; | ||
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scene.environment = texture; | ||
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// model | ||
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const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' ); | ||
loader.load( 'DamagedHelmet.gltf', function ( gltf ) { | ||
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scene.add( gltf.scene ); | ||
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render(); | ||
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} ); | ||
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} ); | ||
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// | ||
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const controls = new OrbitControls( camera, renderer.domElement ); | ||
controls.minDistance = 2; | ||
controls.maxDistance = 5; | ||
controls.target.set( 0, - 0.1, - 0.2 ); | ||
controls.update(); | ||
controls.addEventListener( 'change', render ); // use if there is no animation loop | ||
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window.addEventListener( 'resize', onWindowResize ); | ||
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} | ||
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function onWindowResize() { | ||
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camera.aspect = window.innerWidth / window.innerHeight; | ||
camera.updateProjectionMatrix(); | ||
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renderer.setSize( window.innerWidth, window.innerHeight ); | ||
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render(); | ||
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} | ||
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// | ||
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function render() { | ||
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postProcessing.renderAsync(); | ||
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} | ||
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</script> | ||
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</body> | ||
</html> |
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Maybe we can do these just as getters? I.e. something like
get viewZ()
,get depth()
instead ofgetViewZNode()
,getDepthNode()
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I think it's a good idea move to getters, I just will add
*Node
suffix.