webgpu_compute.html 5.7 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. </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/addons/": "./jsm/",
  18. "three/nodes": "./jsm/nodes/Nodes.js"
  19. }
  20. }
  21. </script>
  22. <script type="module">
  23. import * as THREE from 'three';
  24. import * as Nodes from 'three/nodes';
  25. import {
  26. ShaderNode, compute,
  27. uniform, element, storage, attribute, mul, sin, cos,
  28. add, cond, abs, max, min, float, vec2, vec3, color, instanceIndex
  29. } from 'three/nodes';
  30. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  31. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  32. import WebGPURenderer from 'three/addons/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();
  38. 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. // create buffers
  52. const particleBuffer = new THREE.InstancedBufferAttribute( particleArray, 2 );
  53. const velocityBuffer = new THREE.InstancedBufferAttribute( velocityArray, 2 );
  54. const particleBufferNode = storage( particleBuffer, 'vec2', particleNum );
  55. const velocityBufferNode = storage( velocityBuffer, 'vec2', particleNum );
  56. // create function
  57. const computeShaderNode = new ShaderNode( ( inputs, stack ) => {
  58. const particle = element( particleBufferNode, instanceIndex );
  59. const velocity = element( velocityBufferNode, instanceIndex );
  60. const pointer = uniform( pointerVector );
  61. const limit = uniform( scaleVector );
  62. const position = add( particle, velocity );
  63. stack.assign( velocity.x, abs( position.x ).greaterThanEqual( limit.x ).cond( velocity.x.negate(), velocity.x ) );
  64. stack.assign( velocity.y, abs( position.y ).greaterThanEqual( limit.y ).cond( velocity.y.negate(), velocity.y ) );
  65. stack.assign( position, max( limit.negate(), min( limit, position ) ) );
  66. const pointerSize = 0.1;
  67. const distanceFromPointer = pointer.sub( position ).length();
  68. stack.assign( particle, cond( distanceFromPointer.lessThanEqual( pointerSize ), vec3(), position ) );
  69. } );
  70. // compute
  71. computeNode = compute( computeShaderNode, particleNum );
  72. computeNode.onInit = ( { renderer } ) => {
  73. const precomputeShaderNode = new ShaderNode( ( inputs, stack ) => {
  74. const particleIndex = float( instanceIndex );
  75. const randomAngle = mul( mul( particleIndex, .005 ), Math.PI * 2 );
  76. const randomSpeed = add( mul( particleIndex, 0.00000001 ), 0.0000001 );
  77. const velX = mul( sin( randomAngle ), randomSpeed );
  78. const velY = mul( cos( randomAngle ), randomSpeed );
  79. const velocity = element( velocityBufferNode, instanceIndex );
  80. stack.assign( velocity.xy, vec2( velX, velY ) );
  81. } );
  82. renderer.compute( compute( precomputeShaderNode, computeNode.count ) );
  83. };
  84. // use a compute shader to animate the point cloud's vertex data.
  85. const particleNode = attribute( 'particle', 'vec2' );
  86. const pointsGeometry = new THREE.BufferGeometry();
  87. pointsGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 3 ), 3 ) ); // single vertex ( not triangle )
  88. pointsGeometry.setAttribute( 'particle', particleBuffer ); // dummy the position points as instances
  89. pointsGeometry.drawRange.count = 1; // force render points as instances ( not triangle )
  90. const pointsMaterial = new Nodes.PointsNodeMaterial();
  91. pointsMaterial.colorNode = add( particleNode, color( 0xFFFFFF ) );
  92. pointsMaterial.positionNode = particleNode;
  93. const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
  94. mesh.isInstancedMesh = true;
  95. mesh.count = particleNum;
  96. scene.add( mesh );
  97. renderer = new WebGPURenderer();
  98. renderer.setPixelRatio( window.devicePixelRatio );
  99. renderer.setSize( window.innerWidth, window.innerHeight );
  100. renderer.setAnimationLoop( animate );
  101. document.body.appendChild( renderer.domElement );
  102. window.addEventListener( 'resize', onWindowResize );
  103. window.addEventListener( 'mousemove', onMouseMove );
  104. // gui
  105. const gui = new GUI();
  106. gui.add( scaleVector, 'x', 0, 1, 0.01 );
  107. gui.add( scaleVector, 'y', 0, 1, 0.01 );
  108. }
  109. function onWindowResize() {
  110. camera.updateProjectionMatrix();
  111. renderer.setSize( window.innerWidth, window.innerHeight );
  112. }
  113. function onMouseMove( event ) {
  114. const x = event.clientX;
  115. const y = event.clientY;
  116. const width = window.innerWidth;
  117. const height = window.innerHeight;
  118. pointerVector.set(
  119. ( x / width - 0.5 ) * 2.0,
  120. ( - y / height + 0.5 ) * 2.0
  121. );
  122. }
  123. function animate() {
  124. renderer.compute( computeNode );
  125. renderer.render( scene, camera );
  126. }
  127. </script>
  128. </body>
  129. </html>