webgpu_compute.html 7.4 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js - WebGPU - Compute</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="main.css">
  7. <!-- WebGPU (For Chrome 94-101), expires 09/01/2022 -->
  8. <meta http-equiv="origin-trial" content="AoS1pSJwCV3KRe73TO0YgJkK9FZ/qhmvKeafztp0ofiE8uoGrnKzfxGVKKICvoBfL8dgE0zpkp2g/oEJNS0fDgkAAABeeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJHUFUiLCJleHBpcnkiOjE2NTI4MzE5OTksImlzU3ViZG9tYWluIjp0cnVlfQ==">
  9. </head>
  10. <body>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Compute
  13. </div>
  14. <script type="importmap">
  15. {
  16. "imports": {
  17. "three": "../build/three.module.js"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import ImportMaps from './jsm/capabilities/ImportMaps.js';
  23. if ( ImportMaps.isAvailable() === false ) {
  24. document.body.appendChild( ImportMaps.getErrorMessage() );
  25. }
  26. </script>
  27. <script type="module">
  28. import * as THREE from 'three';
  29. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  30. import WebGPU from './jsm/capabilities/WebGPU.js';
  31. import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
  32. import WebGPUStorageBuffer from './jsm/renderers/webgpu/WebGPUStorageBuffer.js';
  33. import WebGPUUniformBuffer from './jsm/renderers/webgpu/WebGPUUniformBuffer.js';
  34. import * as WebGPUBufferUtils from './jsm/renderers/webgpu/WebGPUBufferUtils.js';
  35. import WebGPUUniformsGroup from './jsm/renderers/webgpu/WebGPUUniformsGroup.js';
  36. import { Vector2Uniform } from './jsm/renderers/webgpu/WebGPUUniform.js';
  37. import * as Nodes from './jsm/renderers/nodes/Nodes.js';
  38. let camera, scene, renderer;
  39. let pointer;
  40. let scaleUniformBuffer;
  41. const scaleVector = new THREE.Vector3( 1, 1, 1 );
  42. const computeParams = [];
  43. init().then( animate ).catch( error );
  44. async function init() {
  45. if ( WebGPU.isAvailable() === false ) {
  46. document.body.appendChild( WebGPU.getErrorMessage() );
  47. throw new Error( 'No WebGPU support' );
  48. }
  49. camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
  50. camera.position.z = 1;
  51. scene = new THREE.Scene();
  52. scene.background = new THREE.Color( 0x000000 );
  53. const particleNum = 65000; // 16-bit limit
  54. const particleSize = 4; // 16-byte stride align
  55. const particleArray = new Float32Array( particleNum * particleSize );
  56. const velocityArray = new Float32Array( particleNum * particleSize );
  57. for ( let i = 0; i < particleArray.length; i += particleSize ) {
  58. const r = Math.random() * 0.01 + 0.0005;
  59. const degree = Math.random() * 360;
  60. velocityArray[ i + 0 ] = r * Math.sin( degree * Math.PI / 180 );
  61. velocityArray[ i + 1 ] = r * Math.cos( degree * Math.PI / 180 );
  62. }
  63. const particleBuffer = new WebGPUStorageBuffer( 'particle', new THREE.BufferAttribute( particleArray, particleSize ) );
  64. const velocityBuffer = new WebGPUStorageBuffer( 'velocity', new THREE.BufferAttribute( velocityArray, particleSize ) );
  65. const scaleUniformLength = WebGPUBufferUtils.getVectorLength( 2, 3 ); // two vector3 for array
  66. scaleUniformBuffer = new WebGPUUniformBuffer( 'scaleUniform', new Float32Array( scaleUniformLength ) );
  67. pointer = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
  68. const pointerGroup = new WebGPUUniformsGroup( 'mouseUniforms' ).addUniform(
  69. new Vector2Uniform( 'pointer', pointer )
  70. );
  71. // Object keys need follow the binding shader sequence
  72. const computeBindings = [
  73. particleBuffer,
  74. velocityBuffer,
  75. scaleUniformBuffer,
  76. pointerGroup
  77. ];
  78. const computeShader = `
  79. //
  80. // Buffer
  81. //
  82. struct Particle {
  83. value : array< vec4<f32> >;
  84. };
  85. [[ binding( 0 ), group( 0 ) ]]
  86. var<storage,read_write> particle : Particle;
  87. struct Velocity {
  88. value : array< vec4<f32> >;
  89. };
  90. [[ binding( 1 ), group( 0 ) ]]
  91. var<storage,read_write> velocity : Velocity;
  92. //
  93. // Uniforms
  94. //
  95. struct Scale {
  96. value : array< vec3<f32>, 2 >;
  97. };
  98. [[ binding( 2 ), group( 0 ) ]]
  99. var<uniform> scaleUniform : Scale;
  100. struct MouseUniforms {
  101. pointer : vec2<f32>;
  102. };
  103. [[ binding( 3 ), group( 0 ) ]]
  104. var<uniform> mouseUniforms : MouseUniforms;
  105. [[ stage( compute ), workgroup_size( 64 ) ]]
  106. fn main( [[builtin(global_invocation_id)]] id : vec3<u32> ) {
  107. // get particle index
  108. let index : u32 = id.x * 3u;
  109. // update speed
  110. var position : vec4<f32> = particle.value[ index ] + velocity.value[ index ];
  111. // update limit
  112. let limit : vec2<f32> = scaleUniform.value[ 0 ].xy;
  113. if ( abs( position.x ) >= limit.x ) {
  114. if ( position.x > 0.0 ) {
  115. position.x = limit.x;
  116. } else {
  117. position.x = -limit.x;
  118. }
  119. velocity.value[ index ].x = - velocity.value[ index ].x;
  120. }
  121. if ( abs( position.y ) >= limit.y ) {
  122. if ( position.y > 0.0 ) {
  123. position.y = limit.y;
  124. } else {
  125. position.y = -limit.y;
  126. }
  127. velocity.value[ index ].y = - velocity.value[ index ].y;
  128. }
  129. // update mouse
  130. let POINTER_SIZE : f32 = .1;
  131. let dx : f32 = mouseUniforms.pointer.x - position.x;
  132. let dy : f32 = mouseUniforms.pointer.y - position.y;
  133. let distanceFromPointer : f32 = sqrt( dx * dx + dy * dy );
  134. if ( distanceFromPointer <= POINTER_SIZE ) {
  135. position.x = 0.0;
  136. position.y = 0.0;
  137. position.z = 0.0;
  138. }
  139. // update buffer
  140. particle.value[ index ] = position;
  141. }
  142. `;
  143. computeParams.push( {
  144. num: particleNum,
  145. shader: computeShader,
  146. bindings: computeBindings
  147. } );
  148. // Use a compute shader to animate the point cloud's vertex data.
  149. const pointsGeometry = new THREE.BufferGeometry().setAttribute(
  150. 'position', particleBuffer.attribute
  151. );
  152. const pointsMaterial = new Nodes.PointsNodeMaterial();
  153. pointsMaterial.colorNode = new Nodes.OperatorNode( '+', new Nodes.PositionNode(), new Nodes.ColorNode( new THREE.Color( 0xFFFFFF ) ) );
  154. const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
  155. scene.add( mesh );
  156. renderer = new WebGPURenderer();
  157. renderer.setPixelRatio( window.devicePixelRatio );
  158. renderer.setSize( window.innerWidth, window.innerHeight );
  159. document.body.appendChild( renderer.domElement );
  160. window.addEventListener( 'resize', onWindowResize );
  161. window.addEventListener( 'mousemove', onMouseMove );
  162. // gui
  163. const gui = new GUI();
  164. gui.add( scaleVector, 'x', 0, 1, 0.01 );
  165. gui.add( scaleVector, 'y', 0, 1, 0.01 );
  166. return renderer.init();
  167. }
  168. function onWindowResize() {
  169. camera.updateProjectionMatrix();
  170. renderer.setSize( window.innerWidth, window.innerHeight );
  171. }
  172. function onMouseMove( event ) {
  173. const x = event.clientX;
  174. const y = event.clientY;
  175. const width = window.innerWidth;
  176. const height = window.innerHeight;
  177. pointer.set(
  178. ( x / width - 0.5 ) * 2.0,
  179. ( - y / height + 0.5 ) * 2.0
  180. );
  181. }
  182. function animate() {
  183. requestAnimationFrame( animate );
  184. renderer.compute( computeParams );
  185. renderer.render( scene, camera );
  186. scaleVector.toArray( scaleUniformBuffer.buffer, 0 );
  187. }
  188. function error( error ) {
  189. console.error( error );
  190. }
  191. </script>
  192. </body>
  193. </html>