webgpu_compute.html 5.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197
  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. </head>
  8. <body>
  9. <div id="info">
  10. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Compute
  11. </div>
  12. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three-nodes/": "./jsm/nodes/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import * as Nodes from 'three-nodes/Nodes.js';
  24. import {
  25. ShaderNode, compute,
  26. uniform, element, storage, attribute,
  27. temp, assign, add, sub, cond, abs, negate, max, min, length, vec3, color,
  28. greaterThanEqual, lessThanEqual, instanceIndex
  29. } from 'three-nodes/Nodes.js';
  30. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  31. import WebGPU from './jsm/capabilities/WebGPU.js';
  32. import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
  33. let camera, scene, renderer;
  34. let computeNode;
  35. const pointerVector = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
  36. const scaleVector = new THREE.Vector2( 1, 1 );
  37. init().then( animate ).catch( error );
  38. async function init() {
  39. if ( WebGPU.isAvailable() === false ) {
  40. document.body.appendChild( WebGPU.getErrorMessage() );
  41. throw new Error( 'No WebGPU support' );
  42. }
  43. camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
  44. camera.position.z = 1;
  45. scene = new THREE.Scene();
  46. // initialize particles
  47. const particleNum = 300000;
  48. const particleSize = 2; // vec2
  49. const particleArray = new Float32Array( particleNum * particleSize );
  50. const velocityArray = new Float32Array( particleNum * particleSize );
  51. for ( let i = 0; i < particleNum; i ++ ) {
  52. const r = Math.random() * 0.01 + 0.005;
  53. const degree = Math.random() * 360;
  54. velocityArray[ i * particleSize + 0 ] = r * Math.sin( degree * Math.PI / 180 ); // x
  55. velocityArray[ i * particleSize + 1 ] = r * Math.cos( degree * Math.PI / 180 ); // y
  56. }
  57. // create buffers
  58. const particleBuffer = new THREE.InstancedBufferAttribute( particleArray, 2 );
  59. const velocityBuffer = new THREE.InstancedBufferAttribute( velocityArray, 2 );
  60. const particleBufferNode = storage( particleBuffer, 'vec2', particleNum );
  61. const velocityBufferNode = storage( velocityBuffer, 'vec2', particleNum );
  62. // create function
  63. const FnNode = new ShaderNode( ( inputs, builder ) => {
  64. const particle = element( particleBufferNode, instanceIndex );
  65. const velocity = element( velocityBufferNode, instanceIndex );
  66. const pointer = uniform( pointerVector );
  67. const limit = uniform( scaleVector );
  68. const position = temp( add( particle, velocity ), 'tempPos' ); // @TODO: this should work without 'tempPos' property name
  69. position.build( builder );
  70. assign( velocity.x, cond( greaterThanEqual( abs( position.x ), limit.x ), negate( velocity.x ), velocity.x ) ).build( builder );
  71. assign( velocity.y, cond( greaterThanEqual( abs( position.y ), limit.y ), negate( velocity.y ), velocity.y ) ).build( builder );
  72. assign( position, max( negate( limit ), min( limit, position ) ) ).build( builder );
  73. const pointerSize = 0.1;
  74. const distanceFromPointer = length( sub( pointer, position ) );
  75. assign( particle, cond( lessThanEqual( distanceFromPointer, pointerSize ), vec3(), position ) ).build( builder );
  76. } );
  77. // compute
  78. computeNode = compute( FnNode, particleNum );
  79. // use a compute shader to animate the point cloud's vertex data.
  80. const particleNode = attribute( 'particle', 'vec2' );
  81. const pointsGeometry = new THREE.BufferGeometry();
  82. pointsGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 3 ), 3 ) ); // single vertex ( not triangle )
  83. pointsGeometry.setAttribute( 'particle', particleBuffer ); // dummy the position points as instances
  84. pointsGeometry.drawRange.count = 1; // force render points as instances ( not triangle )
  85. const pointsMaterial = new Nodes.PointsNodeMaterial();
  86. pointsMaterial.colorNode = add( particleNode, color( 0xFFFFFF ) );
  87. pointsMaterial.positionNode = particleNode;
  88. const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
  89. mesh.isInstancedMesh = true;
  90. mesh.count = particleNum;
  91. scene.add( mesh );
  92. renderer = new WebGPURenderer();
  93. renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. document.body.appendChild( renderer.domElement );
  96. window.addEventListener( 'resize', onWindowResize );
  97. window.addEventListener( 'mousemove', onMouseMove );
  98. // gui
  99. const gui = new GUI();
  100. gui.add( scaleVector, 'x', 0, 1, 0.01 );
  101. gui.add( scaleVector, 'y', 0, 1, 0.01 );
  102. return renderer.init();
  103. }
  104. function onWindowResize() {
  105. camera.updateProjectionMatrix();
  106. renderer.setSize( window.innerWidth, window.innerHeight );
  107. }
  108. function onMouseMove( event ) {
  109. const x = event.clientX;
  110. const y = event.clientY;
  111. const width = window.innerWidth;
  112. const height = window.innerHeight;
  113. pointerVector.set(
  114. ( x / width - 0.5 ) * 2.0,
  115. ( - y / height + 0.5 ) * 2.0
  116. );
  117. }
  118. function animate() {
  119. requestAnimationFrame( animate );
  120. renderer.compute( computeNode );
  121. renderer.render( scene, camera );
  122. }
  123. function error( error ) {
  124. console.error( error );
  125. }
  126. </script>
  127. </body>
  128. </html>