webgpu_particles.html 5.8 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js webgpu - particles</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><span>Particles</span>
  13. </div>
  14. <small>Fire and smoke particles.</small>
  15. </div>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.webgpu.js",
  20. "three/webgpu": "../build/three.webgpu.js",
  21. "three/tsl": "../build/three.tsl.js",
  22. "three/addons/": "./jsm/"
  23. }
  24. }
  25. </script>
  26. <script type="module">
  27. import * as THREE from 'three/webgpu';
  28. import { range, texture, mix, uv, color, rotateUV, positionLocal, time, uniform } from 'three/tsl';
  29. import { Inspector } from 'three/addons/inspector/Inspector.js';
  30. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  31. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  32. let camera, scene, renderer;
  33. let controls;
  34. init();
  35. function init() {
  36. if ( WebGPU.isAvailable() === false ) {
  37. document.body.appendChild( WebGPU.getErrorMessage() );
  38. throw new Error( 'No WebGPU support' );
  39. }
  40. const { innerWidth, innerHeight } = window;
  41. camera = new THREE.PerspectiveCamera( 60, innerWidth / innerHeight, 1, 5000 );
  42. camera.position.set( 1300, 500, 0 );
  43. scene = new THREE.Scene();
  44. scene.background = new THREE.Color( 0x333333 );
  45. // textures
  46. const textureLoader = new THREE.TextureLoader();
  47. const map = textureLoader.load( 'textures/opengameart/smoke1.png' );
  48. // create nodes
  49. const lifeRange = range( .1, 1 );
  50. const offsetRange = range( new THREE.Vector3( - 2, 3, - 2 ), new THREE.Vector3( 2, 5, 2 ) );
  51. const speed = uniform( .2 );
  52. const scaledTime = time.add( 5 ).mul( speed );
  53. const lifeTime = scaledTime.mul( lifeRange ).mod( 1 );
  54. const scaleRange = range( .3, 2 );
  55. const rotateRange = range( .1, 4 );
  56. const life = lifeTime.div( lifeRange );
  57. const fakeLightEffect = positionLocal.y.oneMinus().max( 0.2 );
  58. const textureNode = texture( map, rotateUV( uv(), scaledTime.mul( rotateRange ) ) );
  59. const opacityNode = textureNode.a.mul( life.oneMinus() );
  60. const smokeColor = mix( color( 0x2c1501 ), color( 0x222222 ), positionLocal.y.mul( 3 ).clamp() );
  61. // create particles
  62. const smokeNodeMaterial = new THREE.SpriteNodeMaterial();
  63. smokeNodeMaterial.colorNode = mix( color( 0xf27d0c ), smokeColor, life.mul( 2.5 ).min( 1 ) ).mul( fakeLightEffect );
  64. smokeNodeMaterial.opacityNode = opacityNode;
  65. smokeNodeMaterial.positionNode = offsetRange.mul( lifeTime );
  66. smokeNodeMaterial.scaleNode = scaleRange.mul( lifeTime.max( 0.3 ) );
  67. smokeNodeMaterial.depthWrite = false;
  68. const smokeInstancedSprite = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), smokeNodeMaterial );
  69. smokeInstancedSprite.scale.setScalar( 400 );
  70. smokeInstancedSprite.count = 2000;
  71. scene.add( smokeInstancedSprite );
  72. //
  73. const fireGeometry = new THREE.PlaneGeometry( 1, 1 );
  74. const fireCount = 1000;
  75. const fireNodeMaterial = new THREE.SpriteNodeMaterial();
  76. fireNodeMaterial.colorNode = mix( color( 0xb72f17 ), color( 0xb72f17 ), life );
  77. fireNodeMaterial.positionNode = range( new THREE.Vector3( - 1, 1, - 1 ), new THREE.Vector3( 1, 2, 1 ) ).mul( lifeTime );
  78. fireNodeMaterial.scaleNode = smokeNodeMaterial.scaleNode;
  79. fireNodeMaterial.opacityNode = opacityNode.mul( .5 );
  80. fireNodeMaterial.blending = THREE.AdditiveBlending;
  81. fireNodeMaterial.transparent = true;
  82. fireNodeMaterial.depthWrite = false;
  83. const fireInstancedSprite = new THREE.Mesh( fireGeometry, fireNodeMaterial );
  84. fireInstancedSprite.scale.setScalar( 400 );
  85. fireInstancedSprite.count = fireCount;
  86. fireInstancedSprite.position.y = - 100;
  87. fireInstancedSprite.renderOrder = 1;
  88. scene.add( fireInstancedSprite );
  89. // indirect draw ( optional )
  90. // each indirect draw call is 5 uint32 values for indexes ( different structure for non-indexed draw calls using 4 uint32 values )
  91. const indexCount = fireGeometry.index.array.length;
  92. const uint32 = new Uint32Array( 5 );
  93. uint32[ 0 ] = indexCount; // indexCount
  94. uint32[ 1 ] = fireCount; // instanceCount
  95. uint32[ 2 ] = 0; // firstIndex
  96. uint32[ 3 ] = 0; // baseVertex
  97. uint32[ 4 ] = 0; // firstInstance
  98. const indirectAttribute = new THREE.IndirectStorageBufferAttribute( uint32, 5 );
  99. fireGeometry.setIndirect( indirectAttribute );
  100. //
  101. const helper = new THREE.GridHelper( 3000, 40, 0x444444, 0x444444 );
  102. helper.position.y = - 75;
  103. scene.add( helper );
  104. //
  105. renderer = new THREE.WebGPURenderer( { antialias: true } );
  106. renderer.setPixelRatio( window.devicePixelRatio );
  107. renderer.setSize( window.innerWidth, window.innerHeight );
  108. renderer.setAnimationLoop( render );
  109. renderer.inspector = new Inspector();
  110. document.body.appendChild( renderer.domElement );
  111. //
  112. controls = new OrbitControls( camera, renderer.domElement );
  113. controls.maxDistance = 2700;
  114. controls.target.set( 0, 500, 0 );
  115. controls.update();
  116. //
  117. window.addEventListener( 'resize', onWindowResize );
  118. // gui
  119. const gui = renderer.inspector.createParameters( 'Settings' );
  120. gui.add( speed, 'value', 0, 1, 0.01 ).name( 'speed' );
  121. }
  122. function onWindowResize() {
  123. const { innerWidth, innerHeight } = window;
  124. camera.aspect = innerWidth / innerHeight;
  125. camera.updateProjectionMatrix();
  126. renderer.setSize( innerWidth, innerHeight );
  127. }
  128. function render() {
  129. renderer.render( scene, camera );
  130. }
  131. </script>
  132. </body>
  133. </html>
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