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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - struct drawIndirect</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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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - struct drawIndirect<br />
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../src/three.webgpu.js",
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+ "three/webgpu": "../src/three.webgpu.js",
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+ "three/tsl": "../src/three.tsl.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+ import { struct, storage, wgslFn, instanceIndex, time, varyingProperty, attribute } from 'three/tsl';
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+
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+
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+ const renderer = new THREE.WebGPURenderer( { antialias: true } );
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+ renderer.outputColorSpace = THREE.SRGBColorSpace;
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setClearColor( 0x000000 );
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+ renderer.setClearAlpha( 0 );
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+ document.body.appendChild( renderer.domElement );
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+
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+ const aspect = window.innerWidth / window.innerHeight;
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+
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+ const camera = new THREE.PerspectiveCamera( 50.0, aspect, 0.1, 10000 );
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+ const scene = new THREE.Scene();
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+
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+ scene.background = new THREE.Color( 0x00001f );
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+ camera.position.set( 1, 1, 1 );
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+ const controls = new OrbitControls( camera, renderer.domElement );
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+
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+ let computeDrawBuffer, computeInitDrawBuffer;
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+
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+ init();
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+
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+ async function init() {
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+
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+ await renderer.init();
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+
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+ // geometry
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+
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+ const vector = new THREE.Vector4();
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+
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+ const instances = 100000;
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+
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+ const positions = [];
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+ const offsets = [];
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+ const colors = [];
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+ const orientationsStart = [];
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+ const orientationsEnd = [];
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+
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+ positions.push( 0.025, - 0.025, 0 );
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+ positions.push( - 0.025, 0.025, 0 );
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+ positions.push( 0, 0, 0.025 );
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+
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+ // instanced attributes
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+
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+ for ( let i = 0; i < instances; i ++ ) {
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+
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+ // offsets
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+
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+ offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
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+
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+ // colors
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+
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+ colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
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+
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+ // orientation start
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+
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+ vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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+ vector.normalize();
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+
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+ orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
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+
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+ // orientation end
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+
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+ vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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+ vector.normalize();
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+
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+ orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
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+
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+ }
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+
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+ const geometry = new THREE.InstancedBufferGeometry();
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+ geometry.instanceCount = instances;
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+
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+ geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
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+ geometry.setAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
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+ geometry.setAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
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+ geometry.setAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
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+ geometry.setAttribute( 'orientationEnd', new THREE.InstancedBufferAttribute( new Float32Array( orientationsEnd ), 4 ) );
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+
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+ const drawBuffer = new THREE.IndirectStorageBufferAttribute( new Uint32Array( 5 ), 5 );
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+ geometry.setIndirect( drawBuffer );
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+
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+ const drawBufferStruct = struct( {
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+ vertexCount: 'uint',
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+ instanceCount: { type: 'uint', atomic: true },
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+ firstVertex: 'uint',
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+ firstInstance: 'uint',
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+ offset: 'uint'
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+ }, 'DrawBuffer' );
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+
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+ const writeDrawBuffer = wgslFn( `
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+ fn compute(
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+ index: u32,
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+ drawBuffer: ptr<storage, DrawBuffer, read_write>,
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+ instances: f32,
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+ time: f32,
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+ ) -> void {
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+
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+ let instanceCount = max( instances * pow( sin( time * 0.5 ) + 1, 4.0 ), 100 );
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+
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+ atomicStore( &drawBuffer.instanceCount, u32( instanceCount ) );
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+ }
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+ ` );
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+
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+ computeDrawBuffer = writeDrawBuffer( {
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+ drawBuffer: storage( drawBuffer, drawBufferStruct, drawBuffer.count ),
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+ instances: instances,
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+ index: instanceIndex,
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+ time: time
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+ } ).compute( instances ); // not neccessary in this case but normally one wants to run through all instances
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+
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+ const initDrawBuffer = wgslFn( `
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+ fn compute(
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+ drawBuffer: ptr< storage, DrawBuffer, read_write >,
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+ ) -> void {
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+
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+ drawBuffer.vertexCount = 3u;
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+ atomicStore(&drawBuffer.instanceCount, 0u);
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+ drawBuffer.firstVertex = 0u;
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+ drawBuffer.firstInstance = 0u;
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+ drawBuffer.offset = 0u;
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+ }
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+ ` );
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+
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+ computeInitDrawBuffer = initDrawBuffer( {
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+ drawBuffer: storage( drawBuffer, drawBufferStruct, drawBuffer.count ),
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+ } ).compute( 1 );
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+
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+ const vPosition = varyingProperty( 'vec3', 'vPosition' );
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+ const vColor = varyingProperty( 'vec4', 'vColor' );
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+
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+ const positionShaderParams = {
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+ position: attribute( 'position' ),
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+ offset: attribute( 'offset' ),
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+ color: attribute( 'color' ),
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+ orientationStart: attribute( 'orientationStart' ),
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+ orientationEnd: attribute( 'orientationEnd' ),
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+ time: time
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+ };
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+
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+ const positionShader = wgslFn( `
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+ fn main_vertex(
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+ position: vec3<f32>,
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+ offset: vec3<f32>,
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+ color: vec4<f32>,
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+ orientationStart: vec4<f32>,
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+ orientationEnd: vec4<f32>,
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+ time: f32
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+ ) -> vec4<f32> {
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+
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+ var vPosition = offset * max( abs( sin( time * 0.5 ) * 2.0 + 1.0 ), 0.5 ) + position;
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+ var orientation = normalize( mix( orientationStart, orientationEnd, sin( time * 0.5 ) ) );
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+ var vcV = cross( orientation.xyz, vPosition );
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+ vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
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+
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+ var vColor = color;
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+
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+ var outPosition = vec4f(vPosition, 1);
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+
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+ varyings.vPosition = vPosition;
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+ varyings.vColor = vColor;
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+
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+ return outPosition;
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+ }
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+ `, [ vPosition, vColor ] );
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+
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+ const fragmentShaderParams = {
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+ time: time,
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+ vPosition: vPosition,
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+ vColor: vColor
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+ };
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+
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+ const fragmentShader = wgslFn( `
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+ fn main_fragment(
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+ time: f32,
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+ vPosition: vec3<f32>,
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+ vColor: vec4<f32>
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+ ) -> vec4<f32> {
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+
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+ var color = vec4f( vColor );
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+ color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
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+
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+ return color;
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+ }
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+ ` );
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+
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+ const material = new THREE.MeshBasicNodeMaterial( {
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+ side: THREE.DoubleSide,
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+ forceSinglePass: true,
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+ transparent: true
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+ } );
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+
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+ material.positionNode = positionShader( positionShaderParams );
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+ material.fragmentNode = fragmentShader( fragmentShaderParams );
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+
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+ const mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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+
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+ renderer.setAnimationLoop( render );
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ }
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+
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+ function render() {
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+
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+ controls.update();
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+
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+ renderer.render( scene, camera );
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+
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+ renderer.compute( computeInitDrawBuffer );
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+ renderer.compute( computeDrawBuffer );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ </script>
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+
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+ </body>
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+</html>
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