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WebGPURenderer: Implement displacement map for materials #28246

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May 1, 2024
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1 change: 1 addition & 0 deletions examples/files.json
Original file line number Diff line number Diff line change
Expand Up @@ -342,6 +342,7 @@
"webgpu_loader_gltf_transmission",
"webgpu_loader_materialx",
"webgpu_materials",
"webgpu_materials_displacementmap",
"webgpu_materials_lightmap",
"webgpu_materials_sss",
"webgpu_materials_transmission",
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12 changes: 11 additions & 1 deletion examples/jsm/nodes/materials/NodeMaterial.js
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ import { attribute } from '../core/AttributeNode.js';
import { output, diffuseColor, varyingProperty } from '../core/PropertyNode.js';
import { materialAlphaTest, materialColor, materialOpacity, materialEmissive, materialNormal } from '../accessors/MaterialNode.js';
import { modelViewProjection } from '../accessors/ModelViewProjectionNode.js';
import { transformedNormalView } from '../accessors/NormalNode.js';
import { transformedNormalView, normalLocal } from '../accessors/NormalNode.js';
import { instance } from '../accessors/InstanceNode.js';
import { batch } from '../accessors/BatchNode.js';
import { materialReference } from '../accessors/MaterialReferenceNode.js';
Expand Down Expand Up @@ -216,6 +216,16 @@ class NodeMaterial extends ShaderMaterial {

}

if ( this.displacementMap ) {

const displacementMap = materialReference( 'displacementMap', 'texture' );
const displacementScale = materialReference( 'displacementScale', 'float' );
const displacementBias = materialReference( 'displacementBias', 'float' );

positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );

}

if ( object.isBatchedMesh ) {

batch( object ).append();
Expand Down
Binary file modified examples/models/obj/ninja/normal.png
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266 changes: 266 additions & 0 deletions examples/webgpu_materials_displacementmap.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,266 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - materials - displacement map</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 - (normal + ao + displacement + environment) map demo.<br />
ninja head from <a href="https://gpuopen.com/archive/gamescgi/amd-gpu-meshmapper/" target="_blank" rel="noopener">AMD GPU MeshMapper</a>
</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 Stats from 'three/addons/libs/stats.module.js';

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

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

import { MeshStandardNodeMaterial } from 'three/nodes';

let stats;
let camera, scene, renderer, controls;

const settings = {
metalness: 1.0,
roughness: 0.4,
ambientIntensity: 0.2,
aoMapIntensity: 1.0,
envMapIntensity: 1.0,
displacementScale: 2.436143, // from original model
normalScale: 1.0
};

let mesh, material;

let pointLight, ambientLight;

const height = 500; // of camera frustum

let r = 0.0;

init();
initGui();

// Init gui
function initGui() {

const gui = new GUI();

gui.add( settings, 'metalness' ).min( 0 ).max( 1 ).onChange( function ( value ) {

material.metalness = value;

} );

gui.add( settings, 'roughness' ).min( 0 ).max( 1 ).onChange( function ( value ) {

material.roughness = value;

} );

gui.add( settings, 'aoMapIntensity' ).min( 0 ).max( 1 ).onChange( function ( value ) {

material.aoMapIntensity = value;

} );

gui.add( settings, 'ambientIntensity' ).min( 0 ).max( 1 ).onChange( function ( value ) {

ambientLight.intensity = value;

} );

gui.add( settings, 'envMapIntensity' ).min( 0 ).max( 3 ).onChange( function ( value ) {

material.envMapIntensity = value;

} );

gui.add( settings, 'displacementScale' ).min( 0 ).max( 3.0 ).onChange( function ( value ) {

material.displacementScale = value;

} );

gui.add( settings, 'normalScale' ).min( - 1 ).max( 1 ).onChange( function ( value ) {

material.normalScale.set( 1, - 1 ).multiplyScalar( value );

} );

}

function init() {

const container = document.createElement( 'div' );
document.body.appendChild( container );

renderer = new WebGPURenderer();
renderer.setAnimationLoop( animate );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );

//

scene = new THREE.Scene();

const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( - height * aspect, height * aspect, height, - height, 1, 10000 );
camera.position.z = 1500;
scene.add( camera );

controls = new OrbitControls( camera, renderer.domElement );
controls.enableZoom = false;
controls.enableDamping = true;

// lights

ambientLight = new THREE.AmbientLight( 0xffffff, settings.ambientIntensity );
scene.add( ambientLight );

pointLight = new THREE.PointLight( 0xff0000, 1.5, 0, 0 );
pointLight.position.z = 2500;
scene.add( pointLight );

const pointLight2 = new THREE.PointLight( 0xff6666, 3, 0, 0 );
camera.add( pointLight2 );

const pointLight3 = new THREE.PointLight( 0x0000ff, 1.5, 0, 0 );
pointLight3.position.x = - 1000;
pointLight3.position.z = 1000;
scene.add( pointLight3 );

// env map

const path = 'textures/cube/SwedishRoyalCastle/';
const format = '.jpg';
const urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];

const reflectionCube = new THREE.CubeTextureLoader().load( urls );

// textures

const textureLoader = new THREE.TextureLoader();
const normalMap = textureLoader.load( 'models/obj/ninja/normal.png' );
const aoMap = textureLoader.load( 'models/obj/ninja/ao.jpg' );
const displacementMap = textureLoader.load( 'models/obj/ninja/displacement.jpg' );

// material

material = new MeshStandardNodeMaterial( {

color: 0xc1c1c1,
roughness: settings.roughness,
metalness: settings.metalness,

normalMap: normalMap,
normalScale: new THREE.Vector2( 1, - 1 ), // why does the normal map require negation in this case?

aoMap: aoMap,
aoMapIntensity: 1,

displacementMap: displacementMap,
displacementScale: settings.displacementScale,
displacementBias: - 0.428408, // from original model

envMap: reflectionCube,
envMapIntensity: settings.envMapIntensity,

side: THREE.DoubleSide

} );

//

const loader = new OBJLoader();
loader.load( 'models/obj/ninja/ninjaHead_Low.obj', function ( group ) {

const geometry = group.children[ 0 ].geometry;
geometry.center();

mesh = new THREE.Mesh( geometry, material );
mesh.scale.multiplyScalar( 25 );
scene.add( mesh );

} );

//

stats = new Stats();
container.appendChild( stats.dom );

//

window.addEventListener( 'resize', onWindowResize );

}

function onWindowResize() {

const aspect = window.innerWidth / window.innerHeight;

camera.left = - height * aspect;
camera.right = height * aspect;
camera.top = height;
camera.bottom = - height;

camera.updateProjectionMatrix();

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

}

//

function animate() {

controls.update();

stats.begin();
render();
stats.end();

}

function render() {

pointLight.position.x = 2500 * Math.cos( r );
pointLight.position.z = 2500 * Math.sin( r );

r += 0.01;

renderer.render( scene, camera );

}

</script>

</body>

</html>
1 change: 1 addition & 0 deletions test/e2e/puppeteer.js
Original file line number Diff line number Diff line change
Expand Up @@ -126,6 +126,7 @@ const exceptionList = [
'webgpu_camera_logarithmicdepthbuffer',
'webgpu_clipping',
'webgpu_loader_materialx',
'webgpu_materials_displacementmap',
'webgpu_materials_video',
'webgpu_materialx_noise',
'webgpu_morphtargets_face',
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