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+<html lang="en">
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+ <head>
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+ <title>three.js - WebGPU - Compute Ping/Pong Texture</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Compute Ping/Pong Texture
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+ <br>Texture generated using GPU Compute.
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+ </div>
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+
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+ <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.module.js",
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+ "three/addons/": "./jsm/",
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+ "three/nodes": "./jsm/nodes/Nodes.js"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+ import { texture, textureStore, wgslFn, code, instanceIndex } from 'three/nodes';
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+
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+ import WebGPU from 'three/addons/capabilities/WebGPU.js';
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+ import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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+ import StorageTexture from 'three/addons/renderers/common/StorageTexture.js';
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+
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+ let camera, scene, renderer;
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+ let computeToPing, computeToPong;
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+ let pingTexture, pongTexture;
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+ let material;
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+ let phase = true;
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+
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+ init();
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+ render();
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+
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+ function init() {
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+
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+ if ( WebGPU.isAvailable() === false ) {
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+
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+ document.body.appendChild( WebGPU.getErrorMessage() );
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+
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+ throw new Error( 'No WebGPU support' );
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+
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+ }
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+
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+ const aspect = window.innerWidth / window.innerHeight;
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+ camera = new THREE.OrthographicCamera( - aspect, aspect, 1, - 1, 0, 2 );
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+ camera.position.z = 1;
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+
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+ scene = new THREE.Scene();
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+
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+ // texture
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+
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+ const width = 512, height = 512;
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+
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+ pingTexture = new StorageTexture( width, height );
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+ pongTexture = new StorageTexture( width, height );
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+
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+ // compute init
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+
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+ const rand2 = code( `
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+ fn rand2( n: vec2f ) -> f32 {
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+
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+ return fract( sin( dot( n, vec2f( 12.9898, 4.1414 ) ) ) * 43758.5453 );
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+
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+ }
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+ ` );
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+
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+ const computeInitWGSL = wgslFn( `
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+ fn computeInitWGSL( writeTex: texture_storage_2d<rgba8unorm, write>, index: u32 ) -> void {
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+
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+ let posX = index % ${ width };
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+ let posY = index / ${ width };
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+ let indexUV = vec2u( posX, posY );
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+ let uv = getUV( posX, posY );
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+
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+ textureStore( writeTex, indexUV, vec4f( vec3f( rand2( uv ) ), 1 ) );
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+
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+ }
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+
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+ fn getUV( posX: u32, posY: u32 ) -> vec2f {
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+
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+ let uv = vec2f( f32( posX ) / ${ width }.0, f32( posY ) / ${ height }.0 );
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+
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+ return uv;
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+
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+ }
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+ `, [ rand2 ] );
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+
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+ const computeInitNode = computeInitWGSL( { writeTex: textureStore( pingTexture ), index: instanceIndex } ).compute( width * height );
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+
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+ // compute loop
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+
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+ const computePingPongWGSL = wgslFn( `
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+ fn computePingPongWGSL( readTex: texture_2d<f32>, writeTex: texture_storage_2d<rgba8unorm, write>, index: u32 ) -> void {
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+
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+ let posX = index % ${ width };
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+ let posY = index / ${ width };
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+ let indexUV = vec2u( posX, posY );
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+
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+ let color = vec3f( rand2( textureLoad( readTex, indexUV, 0 ).xy ) );
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+
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+ textureStore( writeTex, indexUV, vec4f( color, 1 ) );
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+
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+ }
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+ `, [ rand2 ] );
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+
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+ computeToPong = computePingPongWGSL( { readTex: texture( pingTexture ), writeTex: textureStore( pongTexture ), index: instanceIndex } ).compute( width * height );
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+ computeToPing = computePingPongWGSL( { readTex: texture( pongTexture ), writeTex: textureStore( pingTexture ), index: instanceIndex } ).compute( width * height );
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+
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+ //
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+
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+ material = new THREE.MeshBasicMaterial( { color: 0xffffff, map: pongTexture } );
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+
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+ const plane = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), material );
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+ scene.add( plane );
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+
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+ renderer = new WebGPURenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( render );
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+ document.body.appendChild( renderer.domElement );
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ // compute init
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+
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+ renderer.compute( computeInitNode );
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ const aspect = window.innerWidth / window.innerHeight;
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+
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+ const frustumHeight = camera.top - camera.bottom;
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+
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+ camera.left = - frustumHeight * aspect / 2;
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+ camera.right = frustumHeight * aspect / 2;
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+
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+ camera.updateProjectionMatrix();
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+
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+ render();
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+
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+ }
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+
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+ function render() {
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+
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+ // compute step
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+
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+ renderer.compute( phase ? computeToPong : computeToPing );
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+
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+ material.map = phase ? pongTexture : pingTexture;
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+
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+ phase = ! phase;
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+
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+ // render step
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+
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+ // update material texture node
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+ </body>
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+</html>
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