webgpu_compute_points.html 5.1 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js webgpu - compute</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="example.css">
  7. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  11. <div class="title-wrapper">
  12. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a>
  13. <span>Compute</span>
  14. </div>
  15. <small>
  16. 300k points animated using GPU.
  17. </small>
  18. </div>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.webgpu.js",
  23. "three/webgpu": "../build/three.webgpu.js",
  24. "three/tsl": "../build/three.tsl.js",
  25. "three/addons/": "./jsm/",
  26. "stats-gl": "https://cdn.jsdelivr.net/npm/stats-gl@3.6.0/dist/main.js"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three/webgpu';
  32. import { Inspector } from 'three/addons/inspector/Inspector.js';
  33. import { Fn, uniform, instancedArray, float, vec2, color, instanceIndex } from 'three/tsl';
  34. let camera, scene, renderer;
  35. let computeNode;
  36. const pointerVector = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
  37. const scaleVector = new THREE.Vector2( 1, 1 );
  38. init();
  39. async function init() {
  40. camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
  41. camera.position.z = 1;
  42. scene = new THREE.Scene();
  43. // initialize particles
  44. const particlesCount = 300000;
  45. const particleArray = instancedArray( particlesCount, 'vec2' );
  46. const velocityArray = instancedArray( particlesCount, 'vec2' );
  47. // create function
  48. const computeShaderFn = Fn( () => {
  49. const particle = particleArray.element( instanceIndex );
  50. const velocity = velocityArray.element( instanceIndex );
  51. const pointer = uniform( pointerVector );
  52. const limit = uniform( scaleVector );
  53. const position = particle.add( velocity ).toVar();
  54. velocity.x = position.x.abs().greaterThanEqual( limit.x ).select( velocity.x.negate(), velocity.x );
  55. velocity.y = position.y.abs().greaterThanEqual( limit.y ).select( velocity.y.negate(), velocity.y );
  56. position.assign( position.min( limit ).max( limit.negate() ) );
  57. const pointerSize = 0.1;
  58. const distanceFromPointer = pointer.sub( position ).length();
  59. particle.assign( distanceFromPointer.lessThanEqual( pointerSize ).select( vec2(), position ) );
  60. } );
  61. // compute
  62. computeNode = computeShaderFn().compute( particlesCount ).setName( 'Update Particles' );
  63. computeNode.onInit( ( { renderer } ) => {
  64. const precomputeShaderNode = Fn( () => {
  65. const particleIndex = float( instanceIndex );
  66. const randomAngle = particleIndex.mul( .005 ).mul( Math.PI * 2 );
  67. const randomSpeed = particleIndex.mul( 0.00000001 ).add( 0.0000001 );
  68. const velX = randomAngle.sin().mul( randomSpeed );
  69. const velY = randomAngle.cos().mul( randomSpeed );
  70. const velocity = velocityArray.element( instanceIndex );
  71. velocity.xy = vec2( velX, velY );
  72. } );
  73. renderer.compute( precomputeShaderNode().compute( particlesCount ) );
  74. } );
  75. // use a compute shader to animate the point cloud's vertex data.
  76. const pointsGeometry = new THREE.BufferGeometry();
  77. pointsGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 3 ), 3 ) ); // single vertex ( not triangle )
  78. pointsGeometry.drawRange.count = 1; // force render points as instances ( not triangle )
  79. const pointsMaterial = new THREE.PointsNodeMaterial();
  80. pointsMaterial.colorNode = particleArray.element( instanceIndex ).add( color( 0xFFFFFF ) );
  81. pointsMaterial.positionNode = particleArray.element( instanceIndex );
  82. const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
  83. mesh.count = particlesCount;
  84. scene.add( mesh );
  85. renderer = new THREE.WebGPURenderer( { antialias: true } );
  86. renderer.setPixelRatio( window.devicePixelRatio );
  87. renderer.setSize( window.innerWidth, window.innerHeight );
  88. renderer.setAnimationLoop( animate );
  89. renderer.inspector = new Inspector();
  90. document.body.appendChild( renderer.domElement );
  91. await renderer.init();
  92. window.addEventListener( 'resize', onWindowResize );
  93. window.addEventListener( 'mousemove', onMouseMove );
  94. // gui
  95. const gui = renderer.inspector.createParameters( 'Settings' );
  96. gui.add( scaleVector, 'x', 0, 1, 0.01 );
  97. gui.add( scaleVector, 'y', 0, 1, 0.01 );
  98. }
  99. function onWindowResize() {
  100. camera.updateProjectionMatrix();
  101. renderer.setSize( window.innerWidth, window.innerHeight );
  102. }
  103. function onMouseMove( event ) {
  104. const x = event.clientX;
  105. const y = event.clientY;
  106. const width = window.innerWidth;
  107. const height = window.innerHeight;
  108. pointerVector.set(
  109. ( x / width - 0.5 ) * 2.0,
  110. ( - y / height + 0.5 ) * 2.0
  111. );
  112. }
  113. function animate() {
  114. renderer.compute( computeNode );
  115. renderer.render( scene, camera );
  116. }
  117. </script>
  118. </body>
  119. </html>
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