225 lines
6.1 KiB
HTML
225 lines
6.1 KiB
HTML
<html lang="en">
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<head>
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<title>three.js - WebGPU - Compute</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Compute<br/>(Chrome Canary with flag: --enable-unsafe-webgpu)
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
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import WebGPU from './jsm/renderers/webgpu/WebGPU.js';
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import WebGPUStorageBuffer from './jsm/renderers/webgpu/WebGPUStorageBuffer.js';
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import WebGPUUniformsGroup from './jsm/renderers/webgpu/WebGPUUniformsGroup.js';
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import { Vector2Uniform } from './jsm/renderers/webgpu/WebGPUUniform.js';
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import PositionNode from './jsm/renderers/nodes/accessors/PositionNode.js';
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import ColorNode from './jsm/renderers/nodes/inputs/ColorNode.js';
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import OperatorNode from './jsm/renderers/nodes/math/OperatorNode.js';
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let camera, scene, renderer;
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let pointer;
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const computeParams = [];
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init().then( animate ).catch( error );
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async function init() {
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if ( WebGPU.isAvailable() === false ) {
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document.body.appendChild( WebGPU.getErrorMessage() );
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throw 'No WebGPU support';
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}
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camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
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camera.position.z = 1;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x000000 );
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const particleNum = 100000;
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const particleSize = 3;
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const particleArray = new Float32Array( particleNum * particleSize );
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const velocityArray = new Float32Array( particleNum * particleSize );
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for ( let i = 0; i < particleArray.length; i += 3 ) {
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const r = Math.random() * 0.01 + 0.0005;
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const degree = Math.random() * 360;
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velocityArray[ i + 0 ] = r * Math.sin( degree * Math.PI / 180 );
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velocityArray[ i + 1 ] = r * Math.cos( degree * Math.PI / 180 );
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}
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const particleBuffer = new WebGPUStorageBuffer( 'particle', new THREE.BufferAttribute( particleArray, 3 ) );
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const velocityBuffer = new WebGPUStorageBuffer( 'velocity', new THREE.BufferAttribute( velocityArray, 3 ) );
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pointer = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
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const pointerGroup = new WebGPUUniformsGroup( 'mouseUniforms' ).addUniform(
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new Vector2Uniform( 'pointer', pointer )
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);
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const computeBindings = [
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particleBuffer,
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velocityBuffer,
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pointerGroup
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];
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const computeShader = /* glsl */`#version 450
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#define PARTICLE_NUM ${particleNum}
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#define PARTICLE_SIZE ${particleSize}
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#define ROOM_SIZE 1.0
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#define POINTER_SIZE 0.1
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// Limitation for now: the order should be the same as bindings order
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layout(set = 0, binding = 0) buffer Particle {
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float particle[ PARTICLE_NUM * PARTICLE_SIZE ];
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} particle;
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layout(set = 0, binding = 1) buffer Velocity {
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float velocity[ PARTICLE_NUM * PARTICLE_SIZE ];
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} velocity;
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layout(set = 0, binding = 2) uniform MouseUniforms {
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vec2 pointer;
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} mouseUniforms;
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void main() {
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uint index = gl_GlobalInvocationID.x;
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if ( index >= PARTICLE_NUM ) { return; }
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vec3 position = vec3(
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particle.particle[ index * 3 + 0 ] + velocity.velocity[ index * 3 + 0 ],
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particle.particle[ index * 3 + 1 ] + velocity.velocity[ index * 3 + 1 ],
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particle.particle[ index * 3 + 2 ] + velocity.velocity[ index * 3 + 2 ]
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);
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if ( abs( position.x ) >= ROOM_SIZE ) {
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velocity.velocity[ index * 3 + 0 ] = - velocity.velocity[ index * 3 + 0 ];
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}
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if ( abs( position.y ) >= ROOM_SIZE ) {
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velocity.velocity[ index * 3 + 1 ] = - velocity.velocity[ index * 3 + 1 ];
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}
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if ( abs( position.z ) >= ROOM_SIZE ) {
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velocity.velocity[ index * 3 + 2 ] = - velocity.velocity[ index * 3 + 2 ];
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}
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float dx = mouseUniforms.pointer.x - position.x;
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float dy = mouseUniforms.pointer.y - position.y;
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float distanceFromPointer = sqrt( dx * dx + dy * dy );
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if ( distanceFromPointer <= POINTER_SIZE ) {
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position.x = 0.0;
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position.y = 0.0;
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position.z = 0.0;
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}
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particle.particle[ index * 3 + 0 ] = position.x;
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particle.particle[ index * 3 + 1 ] = position.y;
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particle.particle[ index * 3 + 2 ] = position.z;
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}
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`;
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computeParams.push( {
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num: particleNum,
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shader: computeShader,
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bindings: computeBindings
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} );
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// Use a compute shader to animate the point cloud's vertex data.
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const pointsGeometry = new THREE.BufferGeometry().setAttribute(
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'position', particleBuffer.attribute
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);
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const pointsMaterial = new THREE.PointsMaterial();
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pointsMaterial.colorNode = new OperatorNode( '+', new PositionNode(), new ColorNode( new THREE.Color( 0x0000FF ) ) );
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const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
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scene.add( mesh );
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renderer = new WebGPURenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize );
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window.addEventListener( 'mousemove', onMouseMove );
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return renderer.init();
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}
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function onWindowResize() {
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function onMouseMove( event ) {
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const x = event.clientX;
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const y = event.clientY;
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const width = window.innerWidth;
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const height = window.innerHeight;
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pointer.set(
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( x / width - 0.5 ) * 2.0,
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( - y / height + 0.5 ) * 2.0
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);
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}
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function animate() {
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requestAnimationFrame( animate );
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renderer.compute( computeParams );
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renderer.render( scene, camera );
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}
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function error( error ) {
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console.error( error );
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}
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</script>
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</body>
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</html>
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