webgpu_instance_points.html 6.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - points instanced</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. <meta property="og:title" content="three.js webgpu - points instanced">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_instance_points.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_instance_points.jpg">
  11. <link type="text/css" rel="stylesheet" href="example.css">
  12. </head>
  13. <body>
  14. <div id="info">
  15. <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
  16. <div class="title-wrapper">
  17. <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Instanced Points</span>
  18. </div>
  19. <small>
  20. Rendering instanced sprites with TSL to emulate wide points.
  21. </small>
  22. </div>
  23. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../build/three.webgpu.js",
  27. "three/webgpu": "../build/three.webgpu.js",
  28. "three/tsl": "../build/three.tsl.js",
  29. "three/addons/": "./jsm/"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three/webgpu';
  35. import { color, storage, Fn, instancedBufferAttribute, instanceIndex, sin, time, float, uniform, shapeCircle, mix, vec3 } from 'three/tsl';
  36. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  37. import { Inspector } from 'three/addons/inspector/Inspector.js';
  38. import * as GeometryUtils from 'three/addons/utils/GeometryUtils.js';
  39. let renderer, scene, camera, camera2, controls, backgroundNode;
  40. let material;
  41. let effectController;
  42. // viewport
  43. let insetWidth;
  44. let insetHeight;
  45. // compute
  46. let computeSize;
  47. init();
  48. async function init() {
  49. scene = new THREE.Scene();
  50. scene.background = new THREE.Color( 0x000000 );
  51. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
  52. camera.position.set( - 40, 0, 60 );
  53. camera2 = new THREE.PerspectiveCamera( 40, 1, 1, 1000 );
  54. camera2.position.copy( camera.position );
  55. backgroundNode = color( 0x222222 );
  56. effectController = {
  57. pulseSpeed: uniform( 6 ),
  58. minWidth: uniform( 6 ),
  59. maxWidth: uniform( 20 )
  60. };
  61. // Position and THREE.Color Data
  62. const points = GeometryUtils.hilbert3D( new THREE.Vector3( 0, 0, 0 ), 20.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );
  63. const spline = new THREE.CatmullRomCurve3( points );
  64. const divisions = Math.round( 4 * points.length );
  65. const point = new THREE.Vector3();
  66. const pointColor = new THREE.Color();
  67. const positions = [];
  68. const colors = [];
  69. const sizes = new Float32Array( divisions );
  70. for ( let i = 0, l = divisions; i < l; i ++ ) {
  71. const t = i / l;
  72. spline.getPoint( t, point );
  73. positions.push( point.x, point.y, point.z );
  74. pointColor.setHSL( t, 1.0, 0.5, THREE.SRGBColorSpace );
  75. colors.push( pointColor.r, pointColor.g, pointColor.b );
  76. sizes[ i ] = 10.0;
  77. }
  78. // Instanced Points
  79. const positionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( positions ), 3 );
  80. const colorsAttribute = new THREE.InstancedBufferAttribute( new Float32Array( colors ), 3 );
  81. const instanceSizeBufferAttribute = new THREE.StorageInstancedBufferAttribute( sizes, 1 );
  82. const instanceSizeStorage = storage( instanceSizeBufferAttribute, 'float', instanceSizeBufferAttribute.count );
  83. computeSize = Fn( () => {
  84. const { pulseSpeed, minWidth, maxWidth } = effectController;
  85. const relativeTime = time.add( float( instanceIndex ) );
  86. const sizeFactor = sin( relativeTime.mul( pulseSpeed ) ).add( 1 ).div( 2 );
  87. instanceSizeStorage.element( instanceIndex ).assign( sizeFactor.mul( maxWidth.sub( minWidth ) ).add( minWidth ) );
  88. } )().compute( divisions );
  89. // Material / Sprites
  90. const attributeRange = instancedBufferAttribute( instanceSizeBufferAttribute );
  91. const pointColors = mix( vec3( 0.0 ), instancedBufferAttribute( colorsAttribute ), attributeRange.div( float( effectController.maxWidth ) ) );
  92. material = new THREE.PointsNodeMaterial( {
  93. colorNode: pointColors,
  94. opacityNode: shapeCircle(),
  95. positionNode: instancedBufferAttribute( positionAttribute ),
  96. // rotationNode: time,
  97. sizeNode: instancedBufferAttribute( instanceSizeBufferAttribute ),
  98. // size: 40, // in pixels units
  99. vertexColors: true,
  100. sizeAttenuation: false,
  101. alphaToCoverage: true
  102. } );
  103. const instancedPoints = new THREE.Sprite( material );
  104. instancedPoints.count = divisions;
  105. scene.add( instancedPoints );
  106. // Renderer / Controls
  107. renderer = new THREE.WebGPURenderer( { antialias: true } );
  108. renderer.setPixelRatio( window.devicePixelRatio );
  109. renderer.setSize( window.innerWidth, window.innerHeight );
  110. renderer.setAnimationLoop( animate );
  111. renderer.inspector = new Inspector();
  112. document.body.appendChild( renderer.domElement );
  113. controls = new OrbitControls( camera, renderer.domElement );
  114. controls.enableDamping = true;
  115. controls.minDistance = 10;
  116. controls.maxDistance = 500;
  117. window.addEventListener( 'resize', onWindowResize );
  118. onWindowResize();
  119. // GUI
  120. const gui = renderer.inspector.createParameters( 'Settings' );
  121. gui.add( material, 'alphaToCoverage' );
  122. gui.add( effectController.minWidth, 'value', 1, 30, 1 ).name( 'minWidth' );
  123. gui.add( effectController.maxWidth, 'value', 2, 30, 1 ).name( 'maxWidth' );
  124. gui.add( effectController.pulseSpeed, 'value', 1, 20, 0.1 ).name( 'pulseSpeed' );
  125. }
  126. function onWindowResize() {
  127. camera.aspect = window.innerWidth / window.innerHeight;
  128. camera.updateProjectionMatrix();
  129. renderer.setSize( window.innerWidth, window.innerHeight );
  130. insetWidth = window.innerHeight / 4; // square
  131. insetHeight = window.innerHeight / 4;
  132. camera2.aspect = insetWidth / insetHeight;
  133. camera2.updateProjectionMatrix();
  134. }
  135. function animate() {
  136. // compute
  137. renderer.compute( computeSize );
  138. // main scene
  139. renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
  140. controls.update();
  141. renderer.autoClear = true;
  142. scene.backgroundNode = null;
  143. renderer.render( scene, camera );
  144. // inset scene
  145. const posY = window.innerHeight - insetHeight - 20;
  146. renderer.clearDepth(); // important!
  147. renderer.setScissorTest( true );
  148. renderer.setScissor( 20, posY, insetWidth, insetHeight );
  149. renderer.setViewport( 20, posY, insetWidth, insetHeight );
  150. camera2.position.copy( camera.position );
  151. camera2.quaternion.copy( camera.quaternion );
  152. renderer.autoClear = false;
  153. scene.backgroundNode = backgroundNode;
  154. renderer.render( scene, camera2 );
  155. renderer.setScissorTest( false );
  156. }
  157. //
  158. </script>
  159. </body>
  160. </html>
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