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November 18, 2024 22:29
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WebGL vs WebGPU self shadows
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import * as THREE from "three"; | |
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; | |
export default class Sketch { | |
constructor(options) { | |
this.scene = new THREE.Scene(); | |
this.container = options.dom; | |
this.width = this.container.offsetWidth; | |
this.height = this.container.offsetHeight; | |
this.renderer = new THREE.WebGLRenderer(); | |
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) | |
this.renderer.setSize(this.width, this.height); | |
this.renderer.setClearColor(0xeeeeee, 1); | |
this.renderer.shadowMap.enabled = true; | |
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; | |
this.container.appendChild(this.renderer.domElement); | |
this.camera = new THREE.PerspectiveCamera( | |
70, | |
this.width / this.height, | |
0.01, | |
1000 | |
); | |
this.camera.position.set(-3, 6, 0); | |
this.controls = new OrbitControls(this.camera, this.renderer.domElement); | |
this.isPlaying = true; | |
this.addObjects(); | |
this.resize(); | |
this.render(); | |
this.setupResize(); | |
this.addLights() | |
} | |
setupResize() { | |
window.addEventListener("resize", this.resize.bind(this)); | |
} | |
resize() { | |
this.width = this.container.offsetWidth; | |
this.height = this.container.offsetHeight; | |
this.renderer.setSize(this.width, this.height); | |
this.camera.aspect = this.width / this.height; | |
this.camera.updateProjectionMatrix(); | |
} | |
addObjects() { | |
// FLOOR | |
let floor = new THREE.Mesh( | |
new THREE.PlaneGeometry(10, 10, 10, 10), | |
new THREE.MeshPhysicalMaterial({ }) | |
); | |
floor.receiveShadow = true; | |
floor.castShadow = true; | |
floor.rotation.x = -Math.PI / 2; | |
this.scene.add(floor); | |
// NODES DISTORTION | |
let mat = new THREE.MeshPhysicalMaterial({ | |
side: THREE.DoubleSide, | |
color: 0xffffff, | |
roughness: 0.3, | |
metalness: 0.5, | |
}) | |
mat.onBeforeCompile = (shader) => { | |
// distort position | |
shader.vertexShader = shader.vertexShader.replace( | |
"#include <begin_vertex>", | |
` | |
#include <begin_vertex> | |
float distort = sin( position.x * 10. ) * 0.2; | |
transformed.y += distort; | |
` | |
); | |
} | |
let depthMaterial = new THREE.MeshDepthMaterial({ | |
depthPacking: THREE.RGBADepthPacking, | |
}); | |
depthMaterial.onBeforeCompile = (shader) => { | |
// distort position | |
shader.vertexShader = shader.vertexShader.replace( | |
"#include <begin_vertex>", | |
` | |
#include <begin_vertex> | |
float distort = sin( position.x * 10. ) * 0.2; | |
transformed.y += distort; | |
` | |
); | |
} | |
this.geometry = new THREE.PlaneGeometry(5,1, 300,30).rotateX(-Math.PI / 2); | |
this.sine = new THREE.Mesh(this.geometry, mat); | |
this.sine.customDepthMaterial = depthMaterial; | |
this.scene.add(this.sine); | |
this.sine.position.y = 0.3 | |
this.sine.receiveShadow = true; | |
this.sine.castShadow = true; | |
// end NODES DISTORTION | |
this.scene.add(this.sine); | |
// GEOMETRY distortion | |
this.geometry1 = new THREE.PlaneGeometry(5,1, 300,30).rotateX(-Math.PI / 2); | |
let len = this.geometry1.attributes.position.count; | |
for (let i = 0; i < len; i++) { | |
let v = new THREE.Vector3(); | |
v.fromBufferAttribute(this.geometry1.attributes.position, i); | |
v.y = Math.sin(v.x * 10) * 0.2; | |
this.geometry1.attributes.position.setXYZ(i, v.x, v.y, v.z); | |
} | |
this.sine1 = new THREE.Mesh(this.geometry1, new THREE.MeshPhysicalMaterial({ color: 0xff0000,side: THREE.DoubleSide, roughness: 0.3, metalness: 0.5 })); | |
this.sine1.position.y = 0.3; | |
this.sine1.position.z = 2; | |
this.sine1.receiveShadow = true; | |
this.sine1.castShadow = true; | |
this.scene.add(this.sine1); | |
} | |
addLights() { | |
const light1 = new THREE.AmbientLight(0xffffff, 0.5); | |
this.scene.add(light1); | |
let directionalLight = new THREE.DirectionalLight(0xffffff, 1.); | |
directionalLight.position.set(10,10, 10); | |
directionalLight.target.position.set(0, 0, 0) | |
directionalLight.castShadow = true; | |
directionalLight.shadow.bias = -0.00001; | |
// directionalLight.shadow.radius = 1; | |
// Increase shadow map size for better quality | |
directionalLight.shadow.mapSize.width = 2048; | |
directionalLight.shadow.mapSize.height = 2048; | |
// Adjust the shadow camera frustum | |
directionalLight.shadow.camera.near = 0.1; | |
directionalLight.shadow.camera.far = 150; | |
directionalLight.shadow.camera.left = -5; | |
directionalLight.shadow.camera.right = 5; | |
directionalLight.shadow.camera.top = 5; | |
directionalLight.shadow.camera.bottom = -5; | |
this.scene.add(directionalLight); | |
} | |
render() { | |
requestAnimationFrame(this.render.bind(this)); | |
this.renderer.render(this.scene, this.camera); | |
} | |
} | |
new Sketch({ | |
dom: document.getElementById("container") | |
}); |
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import * as THREE from "three/webgpu"; | |
import { | |
Fn, | |
positionLocal, | |
sin, | |
positionWorld | |
} from "three/tsl"; | |
import { OrbitControls } from "three/examples/jsm/Addons.js"; | |
export default class Sketch { | |
constructor(options) { | |
this.scene = new THREE.Scene(); | |
this.container = options.dom; | |
this.width = this.container.offsetWidth; | |
this.height = this.container.offsetHeight; | |
this.renderer = new THREE.WebGPURenderer(); | |
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) | |
this.renderer.setSize(this.width, this.height); | |
this.renderer.setClearColor(0xeeeeee, 1); | |
this.renderer.shadowMap.enabled = true; | |
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; | |
this.container.appendChild(this.renderer.domElement); | |
this.camera = new THREE.PerspectiveCamera( | |
70, | |
this.width / this.height, | |
0.1, | |
10 | |
); | |
this.camera.position.set(-3, 6, 0); | |
this.controls = new OrbitControls(this.camera, this.renderer.domElement); | |
this.time = 0; | |
this.addObjects(); | |
this.resize(); | |
this.render(); | |
this.setupResize(); | |
this.addLights(); | |
} | |
setupResize() { | |
window.addEventListener("resize", this.resize.bind(this)); | |
} | |
resize() { | |
this.width = this.container.offsetWidth; | |
this.height = this.container.offsetHeight; | |
this.renderer.setSize(this.width, this.height); | |
this.camera.aspect = this.width / this.height; | |
this.camera.updateProjectionMatrix(); | |
} | |
addObjects() { | |
// FLOOR | |
let floor = new THREE.Mesh( | |
new THREE.PlaneGeometry(10, 10, 10, 10), | |
new THREE.MeshPhysicalNodeMaterial({ }) | |
); | |
floor.receiveShadow = true; | |
floor.castShadow = true; | |
floor.rotation.x = -Math.PI / 2; | |
this.scene.add(floor); | |
// NODES DISTORTION | |
let mat = new THREE.MeshPhysicalNodeMaterial({ | |
side: THREE.DoubleSide, | |
color: 0xffffff, | |
roughness: 0.3, | |
metalness: 0.5, | |
}) | |
mat.positionNode = Fn( ()=>{ | |
const position = positionLocal.xyz.toVar(); | |
// const elevation = terrainElevation( positionLocal.xz ); | |
const elevation = sin( positionWorld.x.mul(10)).mul(0.2); | |
position.y.addAssign( elevation ); | |
return position; | |
} )(); | |
this.geometry = new THREE.PlaneGeometry(5,1, 300,30).rotateX(-Math.PI / 2); | |
this.sine = new THREE.Mesh(this.geometry, mat); | |
this.scene.add(this.sine); | |
this.sine.position.y = 0.3 | |
this.sine.receiveShadow = true; | |
this.sine.castShadow = true; | |
// end NODES DISTORTION | |
// GEOMETRY distortion | |
this.geometry1 = new THREE.PlaneGeometry(5,1, 300,30).rotateX(-Math.PI / 2); | |
let len = this.geometry1.attributes.position.count; | |
for (let i = 0; i < len; i++) { | |
let v = new THREE.Vector3(); | |
v.fromBufferAttribute(this.geometry1.attributes.position, i); | |
v.y = Math.sin(v.x * 10) * 0.2; | |
this.geometry1.attributes.position.setXYZ(i, v.x, v.y, v.z); | |
} | |
this.sine1 = new THREE.Mesh(this.geometry1, new THREE.MeshPhysicalNodeMaterial({ color: 0xffff00,side: THREE.DoubleSide, roughness: 0.3, metalness: 0.5 })); | |
this.sine1.position.y = 0.3; | |
this.sine1.position.z = 2; | |
this.sine1.receiveShadow = true; | |
this.sine1.castShadow = true; | |
this.scene.add(this.sine1); | |
} | |
addLights() { | |
const light1 = new THREE.AmbientLight(0xffffff, 0.5); | |
this.scene.add(light1); | |
let directionalLight = new THREE.DirectionalLight(0xffffff, 1.); | |
directionalLight.position.set(10,10, 10); | |
directionalLight.target.position.set(0, 0, 0) | |
directionalLight.castShadow = true; | |
directionalLight.shadow.bias = -0.00001; | |
// directionalLight.shadow.radius = 1; | |
// Increase shadow map size for better quality | |
directionalLight.shadow.mapSize.width = 2048; | |
directionalLight.shadow.mapSize.height = 2048; | |
// Adjust the shadow camera frustum | |
directionalLight.shadow.camera.near = 0.1; | |
directionalLight.shadow.camera.far = 150; | |
directionalLight.shadow.camera.left = -5; | |
directionalLight.shadow.camera.right = 5; | |
directionalLight.shadow.camera.top = 5; | |
directionalLight.shadow.camera.bottom = -5; | |
this.scene.add(directionalLight); | |
} | |
render() { | |
requestAnimationFrame(this.render.bind(this)); | |
this.renderer.renderAsync(this.scene, this.camera); | |
} | |
} | |
new Sketch({ | |
dom: document.getElementById("container") | |
}); |
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