webgpu_compute_particles_snow.html 10 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js webgpu - compute snow</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. <!-- <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" class="logo-link"></a>
  12. <div class="title-wrapper">
  13. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a>
  14. <span>Compute Snow</span>
  15. </div>
  16. <small>
  17. 100k snow particles simulation.
  18. </small>
  19. </div>
  20. <script type="importmap">
  21. {
  22. "imports": {
  23. "three": "../build/three.webgpu.js",
  24. "three/webgpu": "../build/three.webgpu.js",
  25. "three/tsl": "../build/three.tsl.js",
  26. "three/addons/": "./jsm/"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three/webgpu';
  32. import { Fn, texture, vec3, pass, color, uint, screenUV, instancedArray, positionWorld, positionLocal, time, vec2, hash, instanceIndex, If } from 'three/tsl';
  33. import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
  34. import { Inspector } from 'three/addons/inspector/Inspector.js';
  35. import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. const maxParticleCount = 100000;
  38. let camera, scene, renderer;
  39. let controls;
  40. let computeParticles;
  41. let postProcessing;
  42. let collisionCamera, collisionPosRT, collisionPosMaterial;
  43. init();
  44. async function init() {
  45. const { innerWidth, innerHeight } = window;
  46. camera = new THREE.PerspectiveCamera( 60, innerWidth / innerHeight, .1, 100 );
  47. camera.position.set( 20, 2, 20 );
  48. camera.layers.enable( 2 );
  49. camera.lookAt( 0, 40, 0 );
  50. scene = new THREE.Scene();
  51. scene.fog = new THREE.Fog( 0x0f3c37, 5, 40 );
  52. const dirLight = new THREE.DirectionalLight( 0xf9ff9b, 9 );
  53. dirLight.position.set( 10, 10, 0 );
  54. scene.add( dirLight );
  55. scene.add( new THREE.HemisphereLight( 0x0f3c37, 0x080d10, 100 ) );
  56. //
  57. collisionCamera = new THREE.OrthographicCamera( - 50, 50, 50, - 50, .1, 50 );
  58. collisionCamera.position.y = 50;
  59. collisionCamera.lookAt( 0, 0, 0 );
  60. collisionCamera.layers.enable( 1 );
  61. collisionPosRT = new THREE.RenderTarget( 1024, 1024 );
  62. collisionPosRT.texture.type = THREE.HalfFloatType;
  63. collisionPosRT.texture.magFilter = THREE.NearestFilter;
  64. collisionPosRT.texture.minFilter = THREE.NearestFilter;
  65. collisionPosRT.texture.generateMipmaps = false;
  66. collisionPosMaterial = new THREE.MeshBasicNodeMaterial();
  67. collisionPosMaterial.fog = false;
  68. collisionPosMaterial.toneMapped = false;
  69. collisionPosMaterial.colorNode = positionWorld.y;
  70. //
  71. const positionBuffer = instancedArray( maxParticleCount, 'vec3' );
  72. const scaleBuffer = instancedArray( maxParticleCount, 'vec3' );
  73. const staticPositionBuffer = instancedArray( maxParticleCount, 'vec3' );
  74. const dataBuffer = instancedArray( maxParticleCount, 'vec4' );
  75. // compute
  76. const randUint = () => uint( Math.random() * 0xFFFFFF );
  77. const computeInit = Fn( () => {
  78. const position = positionBuffer.element( instanceIndex );
  79. const scale = scaleBuffer.element( instanceIndex );
  80. const particleData = dataBuffer.element( instanceIndex );
  81. const randX = hash( instanceIndex );
  82. const randY = hash( instanceIndex.add( randUint() ) );
  83. const randZ = hash( instanceIndex.add( randUint() ) );
  84. position.x = randX.mul( 100 ).add( - 50 );
  85. position.y = randY.mul( 500 ).add( 3 );
  86. position.z = randZ.mul( 100 ).add( - 50 );
  87. scale.xyz = hash( instanceIndex.add( Math.random() ) ).mul( .8 ).add( .2 );
  88. staticPositionBuffer.element( instanceIndex ).assign( vec3( 1000, 10000, 1000 ) );
  89. particleData.y = randY.mul( - .1 ).add( - .02 );
  90. particleData.x = position.x;
  91. particleData.z = position.z;
  92. particleData.w = randX;
  93. } )().compute( maxParticleCount ).setName( 'Init Particles' );
  94. //
  95. const surfaceOffset = .2;
  96. const speed = .4;
  97. const computeUpdate = Fn( () => {
  98. const getCoord = ( pos ) => pos.add( 50 ).div( 100 );
  99. const position = positionBuffer.element( instanceIndex );
  100. const scale = scaleBuffer.element( instanceIndex );
  101. const particleData = dataBuffer.element( instanceIndex );
  102. const velocity = particleData.y;
  103. const random = particleData.w;
  104. const rippleOnSurface = texture( collisionPosRT.texture, getCoord( position.xz ) ).toInspector( 'Collision Test', () => {
  105. return texture( collisionPosRT.texture ).y; // .div( collisionCamera.position.y );
  106. } );
  107. const rippleFloorArea = rippleOnSurface.y.add( scale.x.mul( surfaceOffset ) );
  108. If( position.y.greaterThan( rippleFloorArea ), () => {
  109. position.x = particleData.x.add( time.mul( random.mul( random ) ).mul( speed ).sin().mul( 3 ) );
  110. position.z = particleData.z.add( time.mul( random ).mul( speed ).cos().mul( random.mul( 10 ) ) );
  111. position.y = position.y.add( velocity );
  112. } ).Else( () => {
  113. staticPositionBuffer.element( instanceIndex ).assign( position );
  114. } );
  115. } );
  116. computeParticles = computeUpdate().compute( maxParticleCount );
  117. computeParticles.name = 'Update Particles';
  118. // rain
  119. const geometry = new THREE.SphereGeometry( surfaceOffset, 5, 5 );
  120. function particle( staticParticles ) {
  121. const posBuffer = staticParticles ? staticPositionBuffer : positionBuffer;
  122. const layer = staticParticles ? 1 : 2;
  123. const staticMaterial = new THREE.MeshStandardNodeMaterial( {
  124. color: 0xeeeeee,
  125. roughness: .9,
  126. metalness: 0
  127. } );
  128. staticMaterial.positionNode = positionLocal.mul( scaleBuffer.toAttribute() ).add( posBuffer.toAttribute() );
  129. const rainParticles = new THREE.Mesh( geometry, staticMaterial );
  130. rainParticles.count = maxParticleCount;
  131. rainParticles.layers.disableAll();
  132. rainParticles.layers.enable( layer );
  133. return rainParticles;
  134. }
  135. const dynamicParticles = particle();
  136. const staticParticles = particle( true );
  137. scene.add( dynamicParticles );
  138. scene.add( staticParticles );
  139. // floor geometry
  140. const floorGeometry = new THREE.PlaneGeometry( 100, 100 );
  141. floorGeometry.rotateX( - Math.PI / 2 );
  142. const plane = new THREE.Mesh( floorGeometry, new THREE.MeshStandardMaterial( {
  143. color: 0x0c1e1e,
  144. roughness: .5,
  145. metalness: 0,
  146. transparent: true
  147. } ) );
  148. plane.material.opacityNode = positionLocal.xz.mul( .05 ).distance( 0 ).saturate().oneMinus();
  149. scene.add( plane );
  150. // tree
  151. function tree( count = 8 ) {
  152. const coneMaterial = new THREE.MeshStandardNodeMaterial( {
  153. color: 0x0d492c,
  154. roughness: .6,
  155. metalness: 0
  156. } );
  157. const object = new THREE.Group();
  158. for ( let i = 0; i < count; i ++ ) {
  159. const radius = 1 + i;
  160. const coneGeometry = new THREE.ConeGeometry( radius * 0.95, radius * 1.25, 32 );
  161. const cone = new THREE.Mesh( coneGeometry, coneMaterial );
  162. cone.position.y = ( ( count - i ) * 1.5 ) + ( count * .6 );
  163. object.add( cone );
  164. }
  165. const geometry = new THREE.CylinderGeometry( 1, 1, count, 32 );
  166. const cone = new THREE.Mesh( geometry, coneMaterial );
  167. cone.position.y = count / 2;
  168. object.add( cone );
  169. return object;
  170. }
  171. const teapotTree = new THREE.Mesh( new TeapotGeometry( .5, 18 ), new THREE.MeshBasicNodeMaterial( {
  172. color: 0xfcfb9e
  173. } ) );
  174. teapotTree.name = 'Teapot Pass';
  175. teapotTree.position.y = 18;
  176. scene.add( tree() );
  177. scene.add( teapotTree );
  178. //
  179. scene.backgroundNode = screenUV.distance( .5 ).mul( 2 ).mix( color( 0x0f4140 ), color( 0x060a0d ) );
  180. //
  181. renderer = new THREE.WebGPURenderer( { antialias: true } );
  182. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  183. renderer.setPixelRatio( window.devicePixelRatio );
  184. renderer.setSize( window.innerWidth, window.innerHeight );
  185. renderer.setAnimationLoop( animate );
  186. renderer.inspector = new Inspector();
  187. document.body.appendChild( renderer.domElement );
  188. await renderer.init();
  189. //
  190. controls = new OrbitControls( camera, renderer.domElement );
  191. controls.target.set( 0, 10, 0 );
  192. controls.minDistance = 25;
  193. controls.maxDistance = 35;
  194. controls.maxPolarAngle = Math.PI / 1.7;
  195. controls.autoRotate = true;
  196. controls.autoRotateSpeed = - 0.7;
  197. controls.update();
  198. // post processing
  199. const scenePass = pass( scene, camera );
  200. const scenePassColor = scenePass.getTextureNode();
  201. const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
  202. const teapotTreePass = pass( teapotTree, camera ).getTextureNode();
  203. const teapotTreePassBlurred = gaussianBlur( teapotTreePass, vec2( 1 ), 6 );
  204. teapotTreePassBlurred.resolutionScale = 0.2;
  205. const scenePassColorBlurred = gaussianBlur( scenePassColor );
  206. scenePassColorBlurred.resolutionScale = 0.5;
  207. scenePassColorBlurred.directionNode = vec2( 1 );
  208. // compose
  209. let totalPass = scenePass.toInspector( 'Scene' );
  210. totalPass = totalPass.add( scenePassColorBlurred.mul( .1 ) );
  211. totalPass = totalPass.mul( vignette );
  212. totalPass = totalPass.add( teapotTreePass.mul( 10 ).add( teapotTreePassBlurred ).toInspector( 'Teapot Blur' ) );
  213. postProcessing = new THREE.PostProcessing( renderer );
  214. postProcessing.outputNode = totalPass;
  215. //
  216. renderer.compute( computeInit );
  217. //
  218. window.addEventListener( 'resize', onWindowResize );
  219. }
  220. function onWindowResize() {
  221. const { innerWidth, innerHeight } = window;
  222. camera.aspect = innerWidth / innerHeight;
  223. camera.updateProjectionMatrix();
  224. renderer.setSize( innerWidth, innerHeight );
  225. }
  226. function animate() {
  227. controls.update();
  228. // position
  229. scene.name = 'Collider Position';
  230. scene.overrideMaterial = collisionPosMaterial;
  231. renderer.setRenderTarget( collisionPosRT );
  232. renderer.render( scene, collisionCamera );
  233. // compute
  234. renderer.compute( computeParticles );
  235. // result
  236. scene.name = 'Scene';
  237. scene.overrideMaterial = null;
  238. renderer.setRenderTarget( null );
  239. postProcessing.render();
  240. }
  241. </script>
  242. </body>
  243. </html>
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