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shared uniform example (need fix shared material in webgpu)

sunag 4 سال پیش
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8f9cbfa9c1
1فایلهای تغییر یافته به همراه203 افزوده شده و 0 حذف شده
  1. 203 0
      examples/webgpu_instance_uniform.html

+ 203 - 0
examples/webgpu_instance_uniform.html

@@ -0,0 +1,203 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgpu - materials</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="main.css">
+	</head>
+	<body>
+		<div id="info">
+			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgpu materials
+		</div>
+
+		<script type="module">
+
+			import * as THREE from '../build/three.module.js';
+
+			import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
+			import WebGPU from './jsm/renderers/webgpu/WebGPU.js';
+
+			import { TeapotGeometry } from './jsm/geometries/TeapotGeometry.js';
+
+			import Node from './jsm/renderers/nodes/core/Node.js';
+			import AttributeNode from './jsm/renderers/nodes/core/AttributeNode.js';
+			import { NodeUpdateType } from './jsm/renderers/nodes/core/constants.js';
+			import ColorNode from './jsm/renderers/nodes/inputs/ColorNode.js';
+
+			import Stats from './jsm/libs/stats.module.js';
+
+			class InstanceUniformNode extends Node {
+
+				constructor() {
+
+					super( 'vec3' );
+
+					this.updateType = NodeUpdateType.Object;
+					
+					this.inputNode = new ColorNode( new THREE.Color() );
+					
+				}
+
+				update( frame ) {
+
+					const object = frame.object;
+					
+					this.inputNode.value.copy( object.color );
+
+				}
+
+				generate( builder, output ) {
+
+					return this.inputNode.build( builder, output );
+
+				}
+
+			}
+
+			let stats;
+
+			let camera, scene, renderer;
+
+			const objects = [];
+
+			init().then( animate ).catch( error );
+
+			async function init() {
+
+				if ( WebGPU.isAvailable() === false ) {
+
+					document.body.appendChild( WebGPU.getErrorMessage() );
+
+					throw 'No WebGPU support';
+
+				}
+
+				const container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
+				camera.position.set( 0, 200, 800 );
+
+				scene = new THREE.Scene();
+
+				// Grid
+
+				const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
+				helper.material.colorNode = new AttributeNode( 'color', 'vec3' );
+				helper.position.y = - 75;
+				scene.add( helper );
+
+				// Materials
+
+				const instanceUniform = new InstanceUniformNode();
+
+				const material = new THREE.MeshBasicMaterial();
+				material.colorNode = instanceUniform;
+
+				// Geometry
+
+				const geometry = new TeapotGeometry( 50, 18 );
+
+				for ( let i = 0, l = 10; i < l; i ++ ) {
+
+					// use material after fix material instance in WebGPU
+					const materialTemp = new THREE.MeshBasicMaterial();
+					materialTemp.colorNode = instanceUniform;
+					// --
+					
+					addMesh( geometry, materialTemp );
+
+				}
+
+				//
+
+				renderer = new WebGPURenderer();
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				container.appendChild( renderer.domElement );
+
+				//
+
+				stats = new Stats();
+				container.appendChild( stats.dom );
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize );
+
+				return renderer.init();
+
+			}
+
+			function addMesh( geometry, material ) {
+
+				const mesh = new THREE.Mesh( geometry, material );
+
+				mesh.color = new THREE.Color( Math.random() * 0xffffff );
+
+				mesh.position.x = ( objects.length % 4 ) * 200 - 400;
+				mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
+
+				mesh.rotation.x = Math.random() * 200 - 100;
+				mesh.rotation.y = Math.random() * 200 - 100;
+				mesh.rotation.z = Math.random() * 200 - 100;
+
+				objects.push( mesh );
+
+				scene.add( mesh );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				const timer = 0.0001 * Date.now();
+
+				camera.position.x = Math.cos( timer ) * 1000;
+				camera.position.z = Math.sin( timer ) * 1000;
+
+				camera.lookAt( scene.position );
+
+				for ( let i = 0, l = objects.length; i < l; i ++ ) {
+
+					const object = objects[ i ];
+
+					object.rotation.x += 0.01;
+					object.rotation.y += 0.005;
+
+				}
+
+				renderer.render( scene, camera );
+
+			}
+
+			function error( error ) {
+
+				console.error( error );
+
+			}
+
+		</script>
+
+	</body>
+</html>