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Nodes: Add FXAANode. (#28859)
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Mugen87 authored Jul 12, 2024
1 parent 45498d0 commit 5481dd5
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1 change: 1 addition & 0 deletions examples/files.json
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Expand Up @@ -375,6 +375,7 @@
"webgpu_postprocessing_anamorphic",
"webgpu_postprocessing_ao",
"webgpu_postprocessing_dof",
"webgpu_postprocessing_fxaa",
"webgpu_postprocessing_sobel",
"webgpu_postprocessing",
"webgpu_procedural_texture",
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166 changes: 166 additions & 0 deletions examples/webgpu_postprocessing_fxaa.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - FXAA</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>

<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 { pass, renderOutput } from 'three/tsl';

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

const params = {
enabled: true,
animated: false
};

let camera, scene, renderer, clock, group;
let postProcessing;

init();

async function init() {

camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 200 );
camera.position.z = 50;

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

clock = new THREE.Clock();

//

const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d );
hemiLight.position.set( 0, 1000, 0 );
scene.add( hemiLight );

const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
dirLight.position.set( - 3000, 1000, - 1000 );
scene.add( dirLight );

//

group = new THREE.Group();

const geometry = new THREE.TetrahedronGeometry();
const material = new THREE.MeshStandardMaterial( { color: 0xf73232, flatShading: true } );

for ( let i = 0; i < 100; i ++ ) {

const mesh = new THREE.Mesh( geometry, material );

mesh.position.x = Math.random() * 50 - 25;
mesh.position.y = Math.random() * 50 - 25;
mesh.position.z = Math.random() * 50 - 25;

mesh.scale.setScalar( Math.random() * 2 + 1 );

mesh.rotation.x = Math.random() * Math.PI;
mesh.rotation.y = Math.random() * Math.PI;
mesh.rotation.z = Math.random() * Math.PI;

group.add( mesh );

}

scene.add( group );

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

// post processing

postProcessing = new THREE.PostProcessing( renderer );

// ignore default output color transform ( toneMapping and outputColorSpace )
// use renderOutput() for control the sequence

postProcessing.outputColorTransform = false;

// scene pass

const scenePass = pass( scene, camera );
const outputPass = renderOutput( scenePass );

// FXAA must be computed in sRGB color space (so after tone mapping and color space conversion)

const fxaaPass = outputPass.fxaa();
postProcessing.outputNode = fxaaPass;

//

window.addEventListener( 'resize', onWindowResize );

//

const gui = new GUI();
gui.title( 'FXAA settings' );
gui.add( params, 'enabled' ).onChange( ( value ) => {

if ( value === true ) {

postProcessing.outputNode = fxaaPass;

} else {

postProcessing.outputNode = outputPass;

}

postProcessing.needsUpdate = true;

} );
gui.add( params, 'animated' );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

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

}

//

function animate() {

const delta = clock.getDelta();

if ( params.animated === true ) {

group.rotation.y += delta * 0.1;

}

postProcessing.render();

}

</script>

</body>
</html>
1 change: 1 addition & 0 deletions src/nodes/Nodes.js
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Expand Up @@ -135,6 +135,7 @@ export { default as RGBShiftNode, rgbShift } from './display/RGBShiftNode.js';
export { default as FilmNode, film } from './display/FilmNode.js';
export { default as Lut3DNode, lut3D } from './display/Lut3DNode.js';
export { default as GTAONode, ao } from './display/GTAONode.js';
export { default as FXAANode, fxaa } from './display/FXAANode.js';
export { default as RenderOutputNode, renderOutput } from './display/RenderOutputNode.js';

export { default as PassNode, pass, passTexture, depthPass } from './display/PassNode.js';
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