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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgpu - async node compilation</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="example.css">
- <style>
- #stats {
- position: fixed;
- top: 80px;
- left: 20px;
- background: rgba(0,0,0,0.7);
- color: #fff;
- padding: 10px 15px;
- font-family: monospace;
- font-size: 12px;
- border-radius: 4px;
- z-index: 100;
- min-width: 220px;
- }
- #stats .label { color: #888; }
- #stats .value { color: #0f0; font-weight: bold; }
- #stats .value.bad { color: #f55; }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
- <div class="title-wrapper">
- <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Async Node Compilation</span>
- </div>
- <small id="description">NodeMaterial shaders compile asynchronously without blocking the render loop. Animation stays smooth while <span id="materialCount">256</span> unique TSL materials build in the background.</small>
- </div>
- <div id="stats">
- <div><span class="label">Longest frame: </span><span id="longestFrame" class="value">-</span></div>
- <div><span class="label">Meshes added: </span><span id="meshCount" class="value">0 / 256</span></div>
- <div><span class="label">Mode: </span><span id="compileMode" class="value">-</span></div>
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.webgpu.js",
- "three/webgpu": "../build/three.webgpu.js",
- "three/tsl": "../build/three.tsl.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three/webgpu';
- import { uv, float, vec3, hash, mx_noise_vec3, mx_worley_noise_vec3, mx_cell_noise_float, mx_fractal_noise_vec3 } from 'three/tsl';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- let MESH_COUNT = 256;
- let GRID_SIZE = 16;
- const ADD_DELAY = 1000;
- let camera, scene, renderer;
- let sphere;
- let gui;
- // Frame timing
- let lastFrameTime = 0;
- let longestFrameTime = 0;
- let isTracking = false;
- let shouldStartTracking = false;
- let sphereStartTime = 0;
- let currentMode = '';
- let framesAfterComplete = 0;
- let testDone = false;
- let meshGroup = null;
- const longestFrameEl = document.getElementById( 'longestFrame' );
- const meshCountEl = document.getElementById( 'meshCount' );
- const compileModeEl = document.getElementById( 'compileMode' );
- const params = {
- withoutCompile: function () {
- window.location.href = window.location.pathname + '?mode=no-compile';
- },
- withCompileAsync: function () {
- window.location.href = window.location.pathname + '?mode=compile-async';
- }
- };
- init();
- async function init() {
- // GUI
- gui = new GUI();
- gui.add( params, 'withoutCompile' ).name( 'Build on render' );
- gui.add( params, 'withCompileAsync' ).name( 'Pre-build (compileAsync)' );
- window.addEventListener( 'resize', onWindowResize );
- // Orthographic camera
- const aspect = window.innerWidth / window.innerHeight;
- const frustumSize = 20;
- camera = new THREE.OrthographicCamera(
- frustumSize * aspect / - 2,
- frustumSize * aspect / 2,
- frustumSize / 2,
- frustumSize / - 2,
- 0.1,
- 100
- );
- camera.position.set( 0, 0, 20 );
- camera.lookAt( 0, 0, 0 );
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x111111 );
- // Create animated sphere
- const sphereGeometry = new THREE.SphereGeometry( 0.5, 32, 32 );
- const sphereMaterial = new THREE.MeshNormalMaterial();
- sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
- scene.add( sphere );
- // Renderer
- renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- document.body.appendChild( renderer.domElement );
- await renderer.init();
- // Reduce mesh count for WebGL (slower compilation)
- if ( renderer.backend.isWebGLBackend ) {
- MESH_COUNT = 64;
- GRID_SIZE = 8;
- document.getElementById( 'materialCount' ).textContent = '64';
- meshCountEl.textContent = '0 / 64';
- }
- // Get mode from URL
- const urlParams = new URLSearchParams( window.location.search );
- const mode = urlParams.get( 'mode' ) || 'compile-async';
- const modeLabel = mode === 'compile-async' ? 'Pre-build (compileAsync)' : 'Build on render';
- compileModeEl.textContent = modeLabel;
- // Start sphere animation
- sphereStartTime = performance.now();
- // Schedule mesh addition after delay
- setTimeout( () => addMeshes( mode ), ADD_DELAY );
- }
- function createUniqueMaterial( index ) {
- const material = new THREE.MeshBasicNodeMaterial();
- const seed = float( index * 0.1 + 1.0 );
- const scale = float( ( index % 5 ) + 2.0 );
- const uvNode = uv().mul( scale ).add( hash( float( index ) ) );
- const noiseType = index % 4;
- let colorNode;
- switch ( noiseType ) {
- case 0:
- colorNode = mx_noise_vec3( uvNode.mul( seed ) ).mul( 0.5 ).add( 0.5 );
- break;
- case 1:
- colorNode = mx_worley_noise_vec3( uvNode.mul( seed.mul( 0.5 ) ) );
- break;
- case 2:
- const cellNoise = mx_cell_noise_float( uvNode.mul( seed ) );
- colorNode = vec3( cellNoise, cellNoise.mul( 0.7 ), cellNoise.mul( 0.4 ) );
- break;
- case 3:
- colorNode = mx_fractal_noise_vec3( uvNode.mul( seed.mul( 0.3 ) ), float( 3 ), float( 2.0 ), float( 0.5 ) )
- .mul( 0.5 ).add( 0.5 );
- break;
- }
- const tintR = hash( float( index * 3 ) );
- const tintG = hash( float( index * 3 + 1 ) );
- const tintB = hash( float( index * 3 + 2 ) );
- const tint = vec3( tintR, tintG, tintB ).mul( 0.3 ).add( 0.7 );
- material.colorNode = colorNode.mul( tint );
- return material;
- }
- async function addMeshes( mode ) {
- const geometry = new THREE.PlaneGeometry( 0.9, 0.9 );
- const startX = - ( GRID_SIZE - 1 ) / 2;
- const startY = - ( GRID_SIZE - 1 ) / 2;
- meshGroup = new THREE.Group();
- for ( let i = 0; i < MESH_COUNT; i ++ ) {
- const material = createUniqueMaterial( i );
- const mesh = new THREE.Mesh( geometry, material );
- const col = i % GRID_SIZE;
- const row = Math.floor( i / GRID_SIZE );
- mesh.position.x = startX + col;
- mesh.position.y = startY + row;
- meshGroup.add( mesh );
- }
- currentMode = mode;
- if ( mode === 'compile-async' ) {
- // Pre-compile all meshes before adding to scene
- // Start tracking BEFORE compile to measure longest frame during compile
- shouldStartTracking = true;
- await renderer.compileAsync( meshGroup, camera, scene );
- // Add all meshes at once (already compiled - should render instantly)
- scene.add( meshGroup );
- testDone = true;
- } else {
- // Add all meshes at once - renderer compiles on-demand
- // Meshes appear progressively as they compile
- scene.add( meshGroup );
- // Start tracking on next animate() frame
- shouldStartTracking = true;
- testDone = true;
- }
- }
- function finishTest() {
- isTracking = false;
- longestFrameEl.textContent = longestFrameTime.toFixed( 1 ) + ' ms';
- longestFrameEl.className = longestFrameTime > 100 ? 'value bad' : 'value';
- }
- function onWindowResize() {
- if ( ! renderer || ! camera ) return;
- const aspect = window.innerWidth / window.innerHeight;
- const frustumSize = 12;
- camera.left = frustumSize * aspect / - 2;
- camera.right = frustumSize * aspect / 2;
- camera.top = frustumSize / 2;
- camera.bottom = frustumSize / - 2;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- const now = performance.now();
- // Initialize tracking on first frame after meshes added
- if ( shouldStartTracking ) {
- shouldStartTracking = false;
- isTracking = true;
- lastFrameTime = now;
- longestFrameTime = 0;
- framesAfterComplete = 0;
- }
- // Track longest frame during test
- if ( isTracking && lastFrameTime > 0 && lastFrameTime !== now ) {
- const frameTime = now - lastFrameTime;
- if ( frameTime > longestFrameTime ) {
- longestFrameTime = frameTime;
- }
- }
- lastFrameTime = now;
- // Animate sphere left to right
- if ( sphere && sphereStartTime > 0 ) {
- const elapsed = ( now - sphereStartTime ) / 1000;
- sphere.position.x = Math.sin( elapsed * 2 ) * 8;
- }
- renderer.render( scene, camera );
- // Update mesh count display
- if ( meshGroup ) {
- meshCountEl.textContent = meshGroup.children.length + ' / ' + MESH_COUNT;
- }
- // Finish test - wait a few frames after testDone to capture frame times
- if ( isTracking && testDone ) {
- framesAfterComplete ++;
- // Wait longer for deferred mode (meshes compile progressively)
- const framesToWait = currentMode === 'compile-async' ? 2 : 60;
- if ( framesAfterComplete >= framesToWait ) {
- finishTest();
- }
- }
- }
- </script>
- </body>
- </html>
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