webgpu_struct_drawindirect.html 7.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - struct drawIndirect</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - struct drawIndirect<br />
  12. </div>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.webgpu.js",
  17. "three/webgpu": "../build/three.webgpu.js",
  18. "three/tsl": "../build/three.tsl.js",
  19. "three/addons/": "./jsm/"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import { struct, storage, wgslFn, instanceIndex, time, varyingProperty, attribute } from 'three/tsl';
  26. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  27. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  28. if ( WebGPU.isAvailable() === false ) {
  29. document.body.appendChild( WebGPU.getErrorMessage() );
  30. throw new Error( 'No WebGPU support' );
  31. }
  32. const renderer = new THREE.WebGPURenderer( { antialias: true } );
  33. renderer.outputColorSpace = THREE.SRGBColorSpace;
  34. renderer.setPixelRatio( window.devicePixelRatio );
  35. renderer.setSize( window.innerWidth, window.innerHeight );
  36. renderer.setClearColor( 0x000000 );
  37. renderer.setClearAlpha( 0 );
  38. document.body.appendChild( renderer.domElement );
  39. const aspect = window.innerWidth / window.innerHeight;
  40. const camera = new THREE.PerspectiveCamera( 50.0, aspect, 0.1, 10000 );
  41. const scene = new THREE.Scene();
  42. scene.background = new THREE.Color( 0x00001f );
  43. camera.position.set( 1, 1, 1 );
  44. const controls = new OrbitControls( camera, renderer.domElement );
  45. let computeDrawBuffer, computeInitDrawBuffer;
  46. init();
  47. async function init() {
  48. await renderer.init();
  49. // geometry
  50. const vector = new THREE.Vector4();
  51. const instances = 100000;
  52. const positions = [];
  53. const offsets = [];
  54. const colors = [];
  55. const orientationsStart = [];
  56. const orientationsEnd = [];
  57. positions.push( 0.025, - 0.025, 0 );
  58. positions.push( - 0.025, 0.025, 0 );
  59. positions.push( 0, 0, 0.025 );
  60. // instanced attributes
  61. for ( let i = 0; i < instances; i ++ ) {
  62. // offsets
  63. offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
  64. // colors
  65. colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
  66. // orientation start
  67. vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  68. vector.normalize();
  69. orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
  70. // orientation end
  71. vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  72. vector.normalize();
  73. orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
  74. }
  75. const geometry = new THREE.InstancedBufferGeometry();
  76. geometry.instanceCount = instances;
  77. geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  78. geometry.setAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
  79. geometry.setAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
  80. geometry.setAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
  81. geometry.setAttribute( 'orientationEnd', new THREE.InstancedBufferAttribute( new Float32Array( orientationsEnd ), 4 ) );
  82. const drawBuffer = new THREE.IndirectStorageBufferAttribute( new Uint32Array( 5 ), 5 );
  83. geometry.setIndirect( drawBuffer );
  84. const drawBufferStruct = struct( {
  85. vertexCount: 'uint',
  86. instanceCount: { type: 'uint', atomic: true },
  87. firstVertex: 'uint',
  88. firstInstance: 'uint',
  89. offset: 'uint'
  90. }, 'DrawBuffer' );
  91. const writeDrawBuffer = wgslFn( `
  92. fn compute(
  93. index: u32,
  94. drawBuffer: ptr<storage, DrawBuffer, read_write>,
  95. instances: f32,
  96. time: f32,
  97. ) -> void {
  98. let instanceCount = max( instances * pow( sin( time * 0.5 ) + 1, 4.0 ), 100 );
  99. atomicStore( &drawBuffer.instanceCount, u32( instanceCount ) );
  100. }
  101. ` );
  102. computeDrawBuffer = writeDrawBuffer( {
  103. drawBuffer: storage( drawBuffer, drawBufferStruct, drawBuffer.count ),
  104. instances: instances,
  105. index: instanceIndex,
  106. time: time
  107. } ).compute( instances ); // not necessary in this case but normally one wants to run through all instances
  108. const initDrawBuffer = wgslFn( `
  109. fn compute(
  110. drawBuffer: ptr< storage, DrawBuffer, read_write >,
  111. ) -> void {
  112. drawBuffer.vertexCount = 3u;
  113. atomicStore(&drawBuffer.instanceCount, 0u);
  114. drawBuffer.firstVertex = 0u;
  115. drawBuffer.firstInstance = 0u;
  116. drawBuffer.offset = 0u;
  117. }
  118. ` );
  119. computeInitDrawBuffer = initDrawBuffer( {
  120. drawBuffer: storage( drawBuffer, drawBufferStruct, drawBuffer.count ),
  121. } ).compute( 1 );
  122. const vPosition = varyingProperty( 'vec3', 'vPosition' );
  123. const vColor = varyingProperty( 'vec4', 'vColor' );
  124. const positionShaderParams = {
  125. position: attribute( 'position' ),
  126. offset: attribute( 'offset' ),
  127. color: attribute( 'color' ),
  128. orientationStart: attribute( 'orientationStart' ),
  129. orientationEnd: attribute( 'orientationEnd' ),
  130. time: time
  131. };
  132. const positionShader = wgslFn( `
  133. fn main_vertex(
  134. position: vec3<f32>,
  135. offset: vec3<f32>,
  136. color: vec4<f32>,
  137. orientationStart: vec4<f32>,
  138. orientationEnd: vec4<f32>,
  139. time: f32
  140. ) -> vec4<f32> {
  141. var vPosition = offset * max( abs( sin( time * 0.5 ) * 2.0 + 1.0 ), 0.5 ) + position;
  142. var orientation = normalize( mix( orientationStart, orientationEnd, sin( time * 0.5 ) ) );
  143. var vcV = cross( orientation.xyz, vPosition );
  144. vPosition = vcV * ( 2.0 * orientation.w ) + ( cross( orientation.xyz, vcV ) * 2.0 + vPosition );
  145. var vColor = color;
  146. var outPosition = vec4f(vPosition, 1);
  147. varyings.vPosition = vPosition;
  148. varyings.vColor = vColor;
  149. return outPosition;
  150. }
  151. `, [ vPosition, vColor ] );
  152. const fragmentShaderParams = {
  153. time: time,
  154. vPosition: vPosition,
  155. vColor: vColor
  156. };
  157. const fragmentShader = wgslFn( `
  158. fn main_fragment(
  159. time: f32,
  160. vPosition: vec3<f32>,
  161. vColor: vec4<f32>
  162. ) -> vec4<f32> {
  163. var color = vec4f( vColor );
  164. color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
  165. return color;
  166. }
  167. ` );
  168. const material = new THREE.MeshBasicNodeMaterial( {
  169. side: THREE.DoubleSide,
  170. forceSinglePass: true,
  171. transparent: true
  172. } );
  173. material.positionNode = positionShader( positionShaderParams );
  174. material.fragmentNode = fragmentShader( fragmentShaderParams );
  175. const mesh = new THREE.Mesh( geometry, material );
  176. scene.add( mesh );
  177. renderer.setAnimationLoop( render );
  178. window.addEventListener( 'resize', onWindowResize, false );
  179. }
  180. function render() {
  181. controls.update();
  182. renderer.render( scene, camera );
  183. renderer.compute( computeInitDrawBuffer );
  184. renderer.compute( computeDrawBuffer );
  185. }
  186. function onWindowResize() {
  187. camera.aspect = window.innerWidth / window.innerHeight;
  188. camera.updateProjectionMatrix();
  189. renderer.setSize( window.innerWidth, window.innerHeight );
  190. }
  191. </script>
  192. </body>
  193. </html>
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