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webgpu_compute.html
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<html lang="en">
<head>
<title>three.js - WebGPU - Compute</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Compute
</div>
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",
"three/nodes": "./jsm/nodes/Nodes.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import * as Nodes from 'three/nodes';
import {
ShaderNode, compute,
uniform, element, storage, attribute, mul, sin, cos,
temp, assign, add, sub, cond, abs, negate, max, min, length, float, vec2, vec3, color,
greaterThanEqual, lessThanEqual, instanceIndex
} from 'three/nodes';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import WebGPU from 'three/addons/capabilities/WebGPU.js';
import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
let camera, scene, renderer;
let computeNode;
const pointerVector = new THREE.Vector2( - 10.0, - 10.0 ); // Out of bounds first
const scaleVector = new THREE.Vector2( 1, 1 );
init();
function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw new Error( 'No WebGPU support' );
}
camera = new THREE.OrthographicCamera( - 1.0, 1.0, 1.0, - 1.0, 0, 1 );
camera.position.z = 1;
scene = new THREE.Scene();
// initialize particles
const particleNum = 300000;
const particleSize = 2; // vec2
const particleArray = new Float32Array( particleNum * particleSize );
const velocityArray = new Float32Array( particleNum * particleSize );
// create buffers
const particleBuffer = new THREE.InstancedBufferAttribute( particleArray, 2 );
const velocityBuffer = new THREE.InstancedBufferAttribute( velocityArray, 2 );
const particleBufferNode = storage( particleBuffer, 'vec2', particleNum );
const velocityBufferNode = storage( velocityBuffer, 'vec2', particleNum );
// create function
const computeShaderNode = new ShaderNode( ( inputs, builder ) => {
const particle = element( particleBufferNode, instanceIndex );
const velocity = element( velocityBufferNode, instanceIndex );
const pointer = uniform( pointerVector );
const limit = uniform( scaleVector );
const position = temp( add( particle, velocity ), 'tempPos' ); // @TODO: this should work without 'tempPos' property name
position.build( builder );
assign( velocity.x, cond( greaterThanEqual( abs( position.x ), limit.x ), negate( velocity.x ), velocity.x ) ).build( builder );
assign( velocity.y, cond( greaterThanEqual( abs( position.y ), limit.y ), negate( velocity.y ), velocity.y ) ).build( builder );
assign( position, max( negate( limit ), min( limit, position ) ) ).build( builder );
const pointerSize = 0.1;
const distanceFromPointer = length( sub( pointer, position ) );
assign( particle, cond( lessThanEqual( distanceFromPointer, pointerSize ), vec3(), position ) ).build( builder );
} );
// compute
computeNode = compute( computeShaderNode, particleNum );
computeNode.onInit = ( { renderer } ) => {
const precomputeShaderNode = new ShaderNode( ( inputs, builder ) => {
const particleIndex = float( instanceIndex );
const randomAngle = mul( mul( particleIndex, .005 ), Math.PI * 2 );
const randomSpeed = add( mul( particleIndex, 0.00000001 ), 0.0000001 );
const velX = mul( sin( randomAngle ), randomSpeed );
const velY = mul( cos( randomAngle ), randomSpeed );
const velocity = element( velocityBufferNode, instanceIndex );
assign( velocity.xy, vec2( velX, velY ) ).build( builder );
} );
renderer.compute( compute( precomputeShaderNode, computeNode.count ) );
};
// use a compute shader to animate the point cloud's vertex data.
const particleNode = attribute( 'particle', 'vec2' );
const pointsGeometry = new THREE.BufferGeometry();
pointsGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 3 ), 3 ) ); // single vertex ( not triangle )
pointsGeometry.setAttribute( 'particle', particleBuffer ); // dummy the position points as instances
pointsGeometry.drawRange.count = 1; // force render points as instances ( not triangle )
const pointsMaterial = new Nodes.PointsNodeMaterial();
pointsMaterial.colorNode = add( particleNode, color( 0xFFFFFF ) );
pointsMaterial.positionNode = particleNode;
const mesh = new THREE.Points( pointsGeometry, pointsMaterial );
mesh.isInstancedMesh = true;
mesh.count = particleNum;
scene.add( mesh );
renderer = new WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
window.addEventListener( 'mousemove', onMouseMove );
// gui
const gui = new GUI();
gui.add( scaleVector, 'x', 0, 1, 0.01 );
gui.add( scaleVector, 'y', 0, 1, 0.01 );
}
function onWindowResize() {
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onMouseMove( event ) {
const x = event.clientX;
const y = event.clientY;
const width = window.innerWidth;
const height = window.innerHeight;
pointerVector.set(
( x / width - 0.5 ) * 2.0,
( - y / height + 0.5 ) * 2.0
);
}
function animate() {
renderer.compute( computeNode );
renderer.render( scene, camera );
}
</script>
</body>
</html>