webgpu_storage_buffer.html 4.2 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js - WebGPU - Storage PBO External Element</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>
  11. <br />This example demonstrate the fetch of external element from a StorageBuffer.
  12. <br /> Left canvas is using WebGPU Backend, right canvas is WebGL Backend.
  13. </div>
  14. <script type="importmap">
  15. {
  16. "imports": {
  17. "three": "../build/three.module.js",
  18. "three/addons/": "./jsm/",
  19. "three/nodes": "./jsm/nodes/Nodes.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import { storageObject, vec3, uv, uint, float, tslFn, instanceIndex, MeshBasicNodeMaterial } from 'three/nodes';
  26. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  27. import StorageBufferAttribute from 'three/addons/renderers/common/StorageBufferAttribute.js';
  28. // WebGPU Backend
  29. init();
  30. // WebGL Backend
  31. init( true );
  32. function init( forceWebGL = false ) {
  33. const aspect = ( window.innerWidth / 2 ) / window.innerHeight;
  34. const camera = new THREE.OrthographicCamera( - aspect, aspect, 1, - 1, 0, 2 );
  35. camera.position.z = 1;
  36. const scene = new THREE.Scene();
  37. // texture
  38. const typeSize = 1; // 1:'float', 2:'vec2', 4:'vec4' -> use power of 2
  39. const size = 1024;
  40. const array = new Array( size * typeSize ).fill( 0 );
  41. const type = [ 'float', 'vec2', 'vec3', 'vec4' ][ typeSize - 1 ];
  42. const arrayBuffer = new StorageBufferAttribute( new Float32Array( array ), typeSize );
  43. const arrayBufferNode = storageObject( arrayBuffer, type, size );
  44. const computeInitOrder = tslFn( () => {
  45. arrayBufferNode.element( instanceIndex ).assign( uint( instanceIndex.div( typeSize ) ) );
  46. } );
  47. const computeInvertOrder = tslFn( () => {
  48. const invertIndex = arrayBufferNode.element( float( size ).sub( instanceIndex ) );
  49. arrayBufferNode.element( instanceIndex ).assign( invertIndex );
  50. } );
  51. // compute
  52. const computeInit = computeInitOrder().compute( size );
  53. const compute = computeInvertOrder().compute( size );
  54. const material = new MeshBasicNodeMaterial( { color: 0x00ff00 } );
  55. material.colorNode = tslFn( () => {
  56. const index = uint( uv().x.mul( float( size ) ) );
  57. const indexValue = arrayBufferNode.element( index ).toVar();
  58. const value = float( indexValue ).div( float( size ) ).mul( 20 ).floor().div( 20 );
  59. return vec3( value, value, value );
  60. } )();
  61. //
  62. const plane = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), material );
  63. scene.add( plane );
  64. const renderer = new WebGPURenderer( { antialias: false, forceWebGL: forceWebGL } );
  65. renderer.setPixelRatio( window.devicePixelRatio );
  66. renderer.setSize( window.innerWidth / 2, window.innerHeight );
  67. document.body.appendChild( renderer.domElement );
  68. renderer.domElement.style.position = 'absolute';
  69. renderer.domElement.style.top = '0';
  70. renderer.domElement.style.left = '0';
  71. renderer.domElement.style.width = '50%';
  72. renderer.domElement.style.height = '100%';
  73. if ( forceWebGL ) {
  74. renderer.domElement.style.left = '50%';
  75. scene.background = new THREE.Color( 0x212121 );
  76. } else {
  77. scene.background = new THREE.Color( 0x313131 );
  78. }
  79. // Init Positions
  80. renderer.compute( computeInit );
  81. const stepAnimation = async function () {
  82. await renderer.computeAsync( compute );
  83. await renderer.renderAsync( scene, camera );
  84. setTimeout( stepAnimation, 1000 );
  85. };
  86. stepAnimation();
  87. window.addEventListener( 'resize', onWindowResize );
  88. function onWindowResize() {
  89. renderer.setSize( window.innerWidth / 2, window.innerHeight );
  90. const aspect = ( window.innerWidth / 2 ) / window.innerHeight;
  91. const frustumHeight = camera.top - camera.bottom;
  92. camera.left = - frustumHeight * aspect / 2;
  93. camera.right = frustumHeight * aspect / 2;
  94. camera.updateProjectionMatrix();
  95. renderer.render( scene, camera );
  96. }
  97. }
  98. </script>
  99. </body>
  100. </html>
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