webgpu_instance_uniform.html 4.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - instance uniform</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgpu materials
  12. </div>
  13. <script type="module">
  14. import * as THREE from '../build/three.module.js';
  15. import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
  16. import WebGPU from './jsm/renderers/webgpu/WebGPU.js';
  17. import { TeapotGeometry } from './jsm/geometries/TeapotGeometry.js';
  18. import Node from './jsm/renderers/nodes/core/Node.js';
  19. import AttributeNode from './jsm/renderers/nodes/core/AttributeNode.js';
  20. import { NodeUpdateType } from './jsm/renderers/nodes/core/constants.js';
  21. import ColorNode from './jsm/renderers/nodes/inputs/ColorNode.js';
  22. import Stats from './jsm/libs/stats.module.js';
  23. class InstanceUniformNode extends Node {
  24. constructor() {
  25. super( 'vec3' );
  26. this.updateType = NodeUpdateType.Object;
  27. this.inputNode = new ColorNode();
  28. }
  29. update( frame ) {
  30. const mesh = frame.object;
  31. this.inputNode.value.copy( mesh.color );
  32. }
  33. generate( builder, output ) {
  34. return this.inputNode.build( builder, output );
  35. }
  36. }
  37. let stats;
  38. let camera, scene, renderer;
  39. const objects = [];
  40. init().then( animate ).catch( error );
  41. async function init() {
  42. if ( WebGPU.isAvailable() === false ) {
  43. document.body.appendChild( WebGPU.getErrorMessage() );
  44. throw 'No WebGPU support';
  45. }
  46. const container = document.createElement( 'div' );
  47. document.body.appendChild( container );
  48. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  49. camera.position.set( 0, 200, 800 );
  50. scene = new THREE.Scene();
  51. // Grid
  52. const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
  53. helper.material.colorNode = new AttributeNode( 'color', 'vec3' );
  54. helper.position.y = - 75;
  55. scene.add( helper );
  56. // Materials
  57. const instanceUniform = new InstanceUniformNode();
  58. const material = new THREE.MeshBasicMaterial();
  59. material.colorNode = instanceUniform;
  60. // Geometry
  61. const geometry = new TeapotGeometry( 50, 18 );
  62. for ( let i = 0, l = 12; i < l; i ++ ) {
  63. addMesh( geometry, material );
  64. }
  65. //
  66. renderer = new WebGPURenderer();
  67. renderer.setPixelRatio( window.devicePixelRatio );
  68. renderer.setSize( window.innerWidth, window.innerHeight );
  69. container.appendChild( renderer.domElement );
  70. //
  71. stats = new Stats();
  72. container.appendChild( stats.dom );
  73. //
  74. window.addEventListener( 'resize', onWindowResize );
  75. return renderer.init();
  76. }
  77. function addMesh( geometry, material ) {
  78. const mesh = new THREE.Mesh( geometry, material );
  79. mesh.color = new THREE.Color( Math.random() * 0xffffff );
  80. mesh.position.x = ( objects.length % 4 ) * 200 - 400;
  81. mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
  82. mesh.rotation.x = Math.random() * 200 - 100;
  83. mesh.rotation.y = Math.random() * 200 - 100;
  84. mesh.rotation.z = Math.random() * 200 - 100;
  85. objects.push( mesh );
  86. scene.add( mesh );
  87. }
  88. function onWindowResize() {
  89. camera.aspect = window.innerWidth / window.innerHeight;
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. }
  93. //
  94. function animate() {
  95. requestAnimationFrame( animate );
  96. render();
  97. stats.update();
  98. }
  99. function render() {
  100. const timer = 0.0001 * Date.now();
  101. camera.position.x = Math.cos( timer ) * 1000;
  102. camera.position.z = Math.sin( timer ) * 1000;
  103. camera.lookAt( scene.position );
  104. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  105. const object = objects[ i ];
  106. object.rotation.x += 0.01;
  107. object.rotation.y += 0.005;
  108. }
  109. renderer.render( scene, camera );
  110. }
  111. function error( error ) {
  112. console.error( error );
  113. }
  114. </script>
  115. </body>
  116. </html>