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apt-nl-map/static/Magic4/js/three.js-dev/examples/webgpu_compute.html

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<html lang="en">
<head>
<title>three.js - WebGPU - Compute</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 - Compute<br/>(Chrome Canary with flag: --enable-unsafe-webgpu)
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
import WebGPU from './jsm/renderers/webgpu/WebGPU.js';
import WebGPUStorageBuffer from './jsm/renderers/webgpu/WebGPUStorageBuffer.js';
import WebGPUUniformsGroup from './jsm/renderers/webgpu/WebGPUUniformsGroup.js';
import { Vector2Uniform } from './jsm/renderers/webgpu/WebGPUUniform.js';
import PositionNode from './jsm/renderers/nodes/accessors/PositionNode.js';
import ColorNode from './jsm/renderers/nodes/inputs/ColorNode.js';
import OperatorNode from './jsm/renderers/nodes/math/OperatorNode.js';
let camera, scene, renderer;
let pointer;
const computeParams = [];
init().then( animate ).catch( error );
async function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw 'No WebGPU support';
}
camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
camera.position.z = 1;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
const particleNum = 100000;
const particleSize = 3;
const particleArray = new Float32Array( particleNum * particleSize );
const velocityArray = new Float32Array( particleNum * particleSize );
for ( let i = 0; i < particleArray.length; i += 3 ) {
const r = Math.random() * 0.01 + 0.0005;
const degree = Math.random() * 360;
velocityArray[ i + 0 ] = r * Math.sin( degree * Math.PI / 180 );
velocityArray[ i + 1 ] = r * Math.cos( degree * Math.PI / 180 );
}
const particleBuffer = new WebGPUStorageBuffer( 'particle', new THREE.BufferAttribute( particleArray, 3 ) );
const velocityBuffer = new WebGPUStorageBuffer( 'velocity', new THREE.BufferAttribute( velocityArray, 3 ) );
pointer = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
const pointerGroup = new WebGPUUniformsGroup( 'mouseUniforms' ).addUniform(
new Vector2Uniform( 'pointer', pointer )
);
const computeBindings = [
particleBuffer,
velocityBuffer,
pointerGroup
];
const computeShader = /* glsl */`#version 450
#define PARTICLE_NUM ${particleNum}
#define PARTICLE_SIZE ${particleSize}
#define ROOM_SIZE 1.0
#define POINTER_SIZE 0.1
// Limitation for now: the order should be the same as bindings order
layout(set = 0, binding = 0) buffer Particle {
float particle[ PARTICLE_NUM * PARTICLE_SIZE ];
} particle;
layout(set = 0, binding = 1) buffer Velocity {
float velocity[ PARTICLE_NUM * PARTICLE_SIZE ];
} velocity;
layout(set = 0, binding = 2) uniform MouseUniforms {
vec2 pointer;
} mouseUniforms;
void main() {
uint index = gl_GlobalInvocationID.x;
if ( index >= PARTICLE_NUM ) { return; }
vec3 position = vec3(
particle.particle[ index * 3 + 0 ] + velocity.velocity[ index * 3 + 0 ],
particle.particle[ index * 3 + 1 ] + velocity.velocity[ index * 3 + 1 ],
particle.particle[ index * 3 + 2 ] + velocity.velocity[ index * 3 + 2 ]
);
if ( abs( position.x ) >= ROOM_SIZE ) {
velocity.velocity[ index * 3 + 0 ] = - velocity.velocity[ index * 3 + 0 ];
}
if ( abs( position.y ) >= ROOM_SIZE ) {
velocity.velocity[ index * 3 + 1 ] = - velocity.velocity[ index * 3 + 1 ];
}
if ( abs( position.z ) >= ROOM_SIZE ) {
velocity.velocity[ index * 3 + 2 ] = - velocity.velocity[ index * 3 + 2 ];
}
float dx = mouseUniforms.pointer.x - position.x;
float dy = mouseUniforms.pointer.y - position.y;
float distanceFromPointer = sqrt( dx * dx + dy * dy );
if ( distanceFromPointer <= POINTER_SIZE ) {
position.x = 0.0;
position.y = 0.0;
position.z = 0.0;
}
particle.particle[ index * 3 + 0 ] = position.x;
particle.particle[ index * 3 + 1 ] = position.y;
particle.particle[ index * 3 + 2 ] = position.z;
}
`;
computeParams.push( {
num: particleNum,
shader: computeShader,
bindings: computeBindings
} );
// Use a compute shader to animate the point cloud's vertex data.
const pointsGeometry = new THREE.BufferGeometry().setAttribute(
'position', particleBuffer.attribute
);
const pointsMaterial = new THREE.PointsMaterial();
pointsMaterial.colorNode = new OperatorNode( '+', new PositionNode(), new ColorNode( new THREE.Color( 0x0000FF ) ) );
const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
scene.add( mesh );
renderer = new WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
window.addEventListener( 'mousemove', onMouseMove );
return renderer.init();
}
function onWindowResize() {
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onMouseMove( event ) {
const x = event.clientX;
const y = event.clientY;
const width = window.innerWidth;
const height = window.innerHeight;
pointer.set(
( x / width - 0.5 ) * 2.0,
( - y / height + 0.5 ) * 2.0
);
}
function animate() {
requestAnimationFrame( animate );
renderer.compute( computeParams );
renderer.render( scene, camera );
}
function error( error ) {
console.error( error );
}
</script>
</body>
</html>