webgpu_compute_points.html 4.7 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="main.css">
  7. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Compute - 300000 Points
  11. </div>
  12. <script type="importmap">
  13. {
  14. "imports": {
  15. "three": "../build/three.webgpu.js",
  16. "three/webgpu": "../build/three.webgpu.js",
  17. "three/tsl": "../build/three.tsl.js",
  18. "three/addons/": "./jsm/"
  19. }
  20. }
  21. </script>
  22. <script type="module">
  23. import * as THREE from 'three';
  24. import { Fn, uniform, instancedArray, float, vec2, vec3, color, instanceIndex } from 'three/tsl';
  25. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  26. let camera, scene, renderer;
  27. let computeNode;
  28. const pointerVector = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
  29. const scaleVector = new THREE.Vector2( 1, 1 );
  30. init();
  31. function init() {
  32. camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
  33. camera.position.z = 1;
  34. scene = new THREE.Scene();
  35. // initialize particles
  36. const particlesCount = 300000;
  37. const particleArray = instancedArray( particlesCount, 'vec2' );
  38. const velocityArray = instancedArray( particlesCount, 'vec2' );
  39. // create function
  40. const computeShaderFn = Fn( () => {
  41. const particle = particleArray.element( instanceIndex );
  42. const velocity = velocityArray.element( instanceIndex );
  43. const pointer = uniform( pointerVector );
  44. const limit = uniform( scaleVector );
  45. const position = particle.add( velocity ).toVar();
  46. velocity.x = position.x.abs().greaterThanEqual( limit.x ).select( velocity.x.negate(), velocity.x );
  47. velocity.y = position.y.abs().greaterThanEqual( limit.y ).select( velocity.y.negate(), velocity.y );
  48. position.assign( position.min( limit ).max( limit.negate() ) );
  49. const pointerSize = 0.1;
  50. const distanceFromPointer = pointer.sub( position ).length();
  51. particle.assign( distanceFromPointer.lessThanEqual( pointerSize ).select( vec3(), position ) );
  52. } );
  53. // compute
  54. computeNode = computeShaderFn().compute( particlesCount );
  55. computeNode.onInit( ( { renderer } ) => {
  56. const precomputeShaderNode = Fn( () => {
  57. const particleIndex = float( instanceIndex );
  58. const randomAngle = particleIndex.mul( .005 ).mul( Math.PI * 2 );
  59. const randomSpeed = particleIndex.mul( 0.00000001 ).add( 0.0000001 );
  60. const velX = randomAngle.sin().mul( randomSpeed );
  61. const velY = randomAngle.cos().mul( randomSpeed );
  62. const velocity = velocityArray.element( instanceIndex );
  63. velocity.xy = vec2( velX, velY );
  64. } );
  65. renderer.computeAsync( precomputeShaderNode().compute( particlesCount ) );
  66. } );
  67. // use a compute shader to animate the point cloud's vertex data.
  68. const pointsGeometry = new THREE.BufferGeometry();
  69. pointsGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 3 ), 3 ) ); // single vertex ( not triangle )
  70. pointsGeometry.drawRange.count = 1; // force render points as instances ( not triangle )
  71. const pointsMaterial = new THREE.PointsNodeMaterial();
  72. pointsMaterial.colorNode = particleArray.element( instanceIndex ).add( color( 0xFFFFFF ) );
  73. pointsMaterial.positionNode = particleArray.element( instanceIndex );
  74. const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
  75. mesh.count = particlesCount;
  76. scene.add( mesh );
  77. renderer = new THREE.WebGPURenderer( { antialias: true } );
  78. renderer.setPixelRatio( window.devicePixelRatio );
  79. renderer.setSize( window.innerWidth, window.innerHeight );
  80. renderer.setAnimationLoop( animate );
  81. document.body.appendChild( renderer.domElement );
  82. window.addEventListener( 'resize', onWindowResize );
  83. window.addEventListener( 'mousemove', onMouseMove );
  84. // gui
  85. const gui = new GUI();
  86. gui.add( scaleVector, 'x', 0, 1, 0.01 );
  87. gui.add( scaleVector, 'y', 0, 1, 0.01 );
  88. }
  89. function onWindowResize() {
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. }
  93. function onMouseMove( event ) {
  94. const x = event.clientX;
  95. const y = event.clientY;
  96. const width = window.innerWidth;
  97. const height = window.innerHeight;
  98. pointerVector.set(
  99. ( x / width - 0.5 ) * 2.0,
  100. ( - y / height + 0.5 ) * 2.0
  101. );
  102. }
  103. function animate() {
  104. renderer.compute( computeNode );
  105. renderer.render( scene, camera );
  106. }
  107. </script>
  108. </body>
  109. </html>
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