webgpu_compute_points.html 5.2 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. "stats-gl": "https://cdn.jsdelivr.net/npm/stats-gl@3.6.0/dist/main.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import Stats from 'stats-gl';
  26. import { Fn, uniform, instancedArray, float, vec2, vec3, color, instanceIndex } from 'three/tsl';
  27. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  28. let camera, scene, renderer, stats;
  29. let computeNode;
  30. const pointerVector = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
  31. const scaleVector = new THREE.Vector2( 1, 1 );
  32. init();
  33. function init() {
  34. camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
  35. camera.position.z = 1;
  36. scene = new THREE.Scene();
  37. // initialize particles
  38. const particlesCount = 300000;
  39. const particleArray = instancedArray( particlesCount, 'vec2' );
  40. const velocityArray = instancedArray( particlesCount, 'vec2' );
  41. // create function
  42. const computeShaderFn = Fn( () => {
  43. const particle = particleArray.element( instanceIndex );
  44. const velocity = velocityArray.element( instanceIndex );
  45. const pointer = uniform( pointerVector );
  46. const limit = uniform( scaleVector );
  47. const position = particle.add( velocity ).toVar();
  48. velocity.x = position.x.abs().greaterThanEqual( limit.x ).select( velocity.x.negate(), velocity.x );
  49. velocity.y = position.y.abs().greaterThanEqual( limit.y ).select( velocity.y.negate(), velocity.y );
  50. position.assign( position.min( limit ).max( limit.negate() ) );
  51. const pointerSize = 0.1;
  52. const distanceFromPointer = pointer.sub( position ).length();
  53. particle.assign( distanceFromPointer.lessThanEqual( pointerSize ).select( vec3(), position ) );
  54. } );
  55. // compute
  56. computeNode = computeShaderFn().compute( particlesCount );
  57. computeNode.onInit( ( { renderer } ) => {
  58. const precomputeShaderNode = Fn( () => {
  59. const particleIndex = float( instanceIndex );
  60. const randomAngle = particleIndex.mul( .005 ).mul( Math.PI * 2 );
  61. const randomSpeed = particleIndex.mul( 0.00000001 ).add( 0.0000001 );
  62. const velX = randomAngle.sin().mul( randomSpeed );
  63. const velY = randomAngle.cos().mul( randomSpeed );
  64. const velocity = velocityArray.element( instanceIndex );
  65. velocity.xy = vec2( velX, velY );
  66. } );
  67. renderer.computeAsync( precomputeShaderNode().compute( particlesCount ) );
  68. } );
  69. // use a compute shader to animate the point cloud's vertex data.
  70. const pointsGeometry = new THREE.BufferGeometry();
  71. pointsGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 3 ), 3 ) ); // single vertex ( not triangle )
  72. pointsGeometry.drawRange.count = 1; // force render points as instances ( not triangle )
  73. const pointsMaterial = new THREE.PointsNodeMaterial();
  74. pointsMaterial.colorNode = particleArray.element( instanceIndex ).add( color( 0xFFFFFF ) );
  75. pointsMaterial.positionNode = particleArray.element( instanceIndex );
  76. const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
  77. mesh.count = particlesCount;
  78. scene.add( mesh );
  79. renderer = new THREE.WebGPURenderer( { antialias: true } );
  80. renderer.setPixelRatio( window.devicePixelRatio );
  81. renderer.setSize( window.innerWidth, window.innerHeight );
  82. renderer.setAnimationLoop( animate );
  83. document.body.appendChild( renderer.domElement );
  84. stats = new Stats( {
  85. precision: 4,
  86. horizontal: false,
  87. trackGPU: true,
  88. trackCPT: true,
  89. logsPerSecond: 10,
  90. graphsPerSecond: 60,
  91. samplesGraph: 30,
  92. } );
  93. stats.init( renderer );
  94. document.body.appendChild( stats.dom );
  95. stats.dom.style.position = 'absolute';
  96. window.addEventListener( 'resize', onWindowResize );
  97. window.addEventListener( 'mousemove', onMouseMove );
  98. // gui
  99. const gui = new GUI();
  100. gui.add( scaleVector, 'x', 0, 1, 0.01 );
  101. gui.add( scaleVector, 'y', 0, 1, 0.01 );
  102. }
  103. function onWindowResize() {
  104. camera.updateProjectionMatrix();
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. }
  107. function onMouseMove( event ) {
  108. const x = event.clientX;
  109. const y = event.clientY;
  110. const width = window.innerWidth;
  111. const height = window.innerHeight;
  112. pointerVector.set(
  113. ( x / width - 0.5 ) * 2.0,
  114. ( - y / height + 0.5 ) * 2.0
  115. );
  116. }
  117. function animate() {
  118. renderer.compute( computeNode );
  119. renderer.resolveTimestampsAsync( THREE.TimestampQuery.COMPUTE );
  120. renderer.render( scene, camera );
  121. renderer.resolveTimestampsAsync().then( () => {
  122. stats.update();
  123. } );
  124. }
  125. </script>
  126. </body>
  127. </html>
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