webgpu_compute.html 5.6 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 { ShaderNode, uniform, storage, attribute, float, vec2, vec3, color, instanceIndex, PointsNodeMaterial } from 'three/nodes';
  25. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  26. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  27. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  28. let camera, scene, renderer;
  29. let computeNode;
  30. const pointerVector = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
  31. const scaleVector = new THREE.Vector2( 1, 1 );
  32. init();
  33. function init() {
  34. if ( WebGPU.isAvailable() === false ) {
  35. document.body.appendChild( WebGPU.getErrorMessage() );
  36. throw new Error( 'No WebGPU support' );
  37. }
  38. camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
  39. camera.position.z = 1;
  40. scene = new THREE.Scene();
  41. // initialize particles
  42. const particleNum = 300000;
  43. const particleSize = 2; // vec2
  44. const particleArray = new Float32Array( particleNum * particleSize );
  45. const velocityArray = new Float32Array( particleNum * particleSize );
  46. // create buffers
  47. const particleBuffer = new THREE.InstancedBufferAttribute( particleArray, 2 );
  48. const velocityBuffer = new THREE.InstancedBufferAttribute( velocityArray, 2 );
  49. const particleBufferNode = storage( particleBuffer, 'vec2', particleNum );
  50. const velocityBufferNode = storage( velocityBuffer, 'vec2', particleNum );
  51. // create function
  52. const computeShaderNode = new ShaderNode( ( inputs, stack ) => {
  53. const particle = particleBufferNode.element( instanceIndex );
  54. const velocity = velocityBufferNode.element( instanceIndex );
  55. const pointer = uniform( pointerVector );
  56. const limit = uniform( scaleVector );
  57. const position = particle.add( velocity );
  58. stack.assign( velocity.x, position.x.abs().greaterThanEqual( limit.x ).cond( velocity.x.negate(), velocity.x ) );
  59. stack.assign( velocity.y, position.y.abs().greaterThanEqual( limit.y ).cond( velocity.y.negate(), velocity.y ) );
  60. stack.assign( position, position.min( limit ).max( limit.negate() ) );
  61. const pointerSize = 0.1;
  62. const distanceFromPointer = pointer.sub( position ).length();
  63. stack.assign( particle, distanceFromPointer.lessThanEqual( pointerSize ).cond( vec3(), position ) );
  64. } );
  65. // compute
  66. computeNode = computeShaderNode.compute( particleNum );
  67. computeNode.onInit = ( { renderer } ) => {
  68. const precomputeShaderNode = new ShaderNode( ( inputs, stack ) => {
  69. const particleIndex = float( instanceIndex );
  70. const randomAngle = particleIndex.mul( .005 ).mul( Math.PI * 2 );
  71. const randomSpeed = particleIndex.mul( 0.00000001 ).add( 0.0000001 );
  72. const velX = randomAngle.sin().mul( randomSpeed );
  73. const velY = randomAngle.cos().mul( randomSpeed );
  74. const velocity = velocityBufferNode.element( instanceIndex );
  75. stack.assign( velocity.xy, vec2( velX, velY ) );
  76. } );
  77. renderer.compute( precomputeShaderNode.compute( particleNum ) );
  78. };
  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 PointsNodeMaterial();
  86. pointsMaterial.colorNode = particleNode.add( 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. renderer.setAnimationLoop( animate );
  96. document.body.appendChild( renderer.domElement );
  97. window.addEventListener( 'resize', onWindowResize );
  98. window.addEventListener( 'mousemove', onMouseMove );
  99. // gui
  100. const gui = new GUI();
  101. gui.add( scaleVector, 'x', 0, 1, 0.01 );
  102. gui.add( scaleVector, 'y', 0, 1, 0.01 );
  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. renderer.compute( computeNode );
  120. renderer.render( scene, camera );
  121. }
  122. </script>
  123. </body>
  124. </html>