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earthquake_3d_viewer_front/three/examples/webgpu_compute_particles_sn...

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<html lang="en">
<head>
<title>three.js - WebGPU - Compute Particles Snow</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 Snow - 100K Particles
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/",
"stats-gl": "https://cdn.jsdelivr.net/npm/stats-gl@3.6.0/dist/main.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { Fn, texture, vec3, pass, color, uint, screenUV, instancedArray, positionWorld, positionLocal, time, vec2, hash, instanceIndex, If } from 'three/tsl';
import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import Stats from 'stats-gl';
const maxParticleCount = 100000;
let camera, scene, renderer;
let controls, stats;
let computeParticles;
let postProcessing;
let collisionCamera, collisionPosRT, collisionPosMaterial;
init();
async function init() {
const { innerWidth, innerHeight } = window;
camera = new THREE.PerspectiveCamera( 60, innerWidth / innerHeight, .1, 100 );
camera.position.set( 20, 2, 20 );
camera.layers.enable( 2 );
camera.lookAt( 0, 40, 0 );
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x0f3c37, 5, 40 );
const dirLight = new THREE.DirectionalLight( 0xf9ff9b, 9 );
dirLight.castShadow = true;
dirLight.position.set( 10, 10, 0 );
dirLight.castShadow = true;
dirLight.shadow.camera.near = 1;
dirLight.shadow.camera.far = 30;
dirLight.shadow.camera.right = 30;
dirLight.shadow.camera.left = - 30;
dirLight.shadow.camera.top = 30;
dirLight.shadow.camera.bottom = - 30;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.bias = - 0.009;
scene.add( dirLight );
scene.add( new THREE.HemisphereLight( 0x0f3c37, 0x080d10, 100 ) );
//
collisionCamera = new THREE.OrthographicCamera( - 50, 50, 50, - 50, .1, 50 );
collisionCamera.position.y = 50;
collisionCamera.lookAt( 0, 0, 0 );
collisionCamera.layers.enable( 1 );
collisionPosRT = new THREE.RenderTarget( 1024, 1024 );
collisionPosRT.texture.type = THREE.HalfFloatType;
collisionPosRT.texture.magFilter = THREE.NearestFilter;
collisionPosRT.texture.minFilter = THREE.NearestFilter;
collisionPosRT.texture.generateMipmaps = false;
collisionPosMaterial = new THREE.MeshBasicNodeMaterial();
collisionPosMaterial.fog = false;
collisionPosMaterial.toneMapped = false;
collisionPosMaterial.colorNode = positionWorld.y;
//
const positionBuffer = instancedArray( maxParticleCount, 'vec3' );
const scaleBuffer = instancedArray( maxParticleCount, 'vec3' );
const staticPositionBuffer = instancedArray( maxParticleCount, 'vec3' );
const dataBuffer = instancedArray( maxParticleCount, 'vec4' );
// compute
const randUint = () => uint( Math.random() * 0xFFFFFF );
const computeInit = Fn( () => {
const position = positionBuffer.element( instanceIndex );
const scale = scaleBuffer.element( instanceIndex );
const particleData = dataBuffer.element( instanceIndex );
const randX = hash( instanceIndex );
const randY = hash( instanceIndex.add( randUint() ) );
const randZ = hash( instanceIndex.add( randUint() ) );
position.x = randX.mul( 100 ).add( - 50 );
position.y = randY.mul( 500 ).add( 3 );
position.z = randZ.mul( 100 ).add( - 50 );
scale.xyz = hash( instanceIndex.add( Math.random() ) ).mul( .8 ).add( .2 );
staticPositionBuffer.element( instanceIndex ).assign( vec3( 1000, 10000, 1000 ) );
particleData.y = randY.mul( - .1 ).add( - .02 );
particleData.x = position.x;
particleData.z = position.z;
particleData.w = randX;
} )().compute( maxParticleCount );
//
const surfaceOffset = .2;
const speed = .4;
const computeUpdate = Fn( () => {
const getCoord = ( pos ) => pos.add( 50 ).div( 100 );
const position = positionBuffer.element( instanceIndex );
const scale = scaleBuffer.element( instanceIndex );
const particleData = dataBuffer.element( instanceIndex );
const velocity = particleData.y;
const random = particleData.w;
const rippleOnSurface = texture( collisionPosRT.texture, getCoord( position.xz ) );
const rippleFloorArea = rippleOnSurface.y.add( scale.x.mul( surfaceOffset ) );
If( position.y.greaterThan( rippleFloorArea ), () => {
position.x = particleData.x.add( time.mul( random.mul( random ) ).mul( speed ).sin().mul( 3 ) );
position.z = particleData.z.add( time.mul( random ).mul( speed ).cos().mul( random.mul( 10 ) ) );
position.y = position.y.add( velocity );
} ).Else( () => {
staticPositionBuffer.element( instanceIndex ).assign( position );
} );
} );
computeParticles = computeUpdate().compute( maxParticleCount );
// rain
const geometry = new THREE.SphereGeometry( surfaceOffset, 5, 5 );
function particle( staticParticles ) {
const posBuffer = staticParticles ? staticPositionBuffer : positionBuffer;
const layer = staticParticles ? 1 : 2;
const staticMaterial = new THREE.MeshStandardNodeMaterial( {
color: 0xeeeeee,
roughness: .9,
metalness: 0
} );
staticMaterial.positionNode = positionLocal.mul( scaleBuffer.toAttribute() ).add( posBuffer.toAttribute() );
const rainParticles = new THREE.Mesh( geometry, staticMaterial );
rainParticles.count = maxParticleCount;
rainParticles.castShadow = true;
rainParticles.layers.disableAll();
rainParticles.layers.enable( layer );
return rainParticles;
}
const dynamicParticles = particle();
const staticParticles = particle( true );
scene.add( dynamicParticles );
scene.add( staticParticles );
// floor geometry
const floorGeometry = new THREE.PlaneGeometry( 100, 100 );
floorGeometry.rotateX( - Math.PI / 2 );
const plane = new THREE.Mesh( floorGeometry, new THREE.MeshStandardMaterial( {
color: 0x0c1e1e,
roughness: .5,
metalness: 0,
transparent: true
} ) );
plane.material.opacityNode = positionLocal.xz.mul( .05 ).distance( 0 ).saturate().oneMinus();
scene.add( plane );
// tree
function tree( count = 8 ) {
const coneMaterial = new THREE.MeshStandardNodeMaterial( {
color: 0x0d492c,
roughness: .6,
metalness: 0
} );
const object = new THREE.Group();
for ( let i = 0; i < count; i ++ ) {
const radius = 1 + i;
const coneGeometry = new THREE.ConeGeometry( radius * 0.95, radius * 1.25, 32 );
const cone = new THREE.Mesh( coneGeometry, coneMaterial );
cone.castShadow = true;
cone.position.y = ( ( count - i ) * 1.5 ) + ( count * .6 );
object.add( cone );
}
const geometry = new THREE.CylinderGeometry( 1, 1, count, 32 );
const cone = new THREE.Mesh( geometry, coneMaterial );
cone.position.y = count / 2;
object.add( cone );
return object;
}
const teapotTree = new THREE.Mesh( new TeapotGeometry( .5, 18 ), new THREE.MeshBasicNodeMaterial( {
color: 0xfcfb9e
} ) );
teapotTree.position.y = 18;
scene.add( tree() );
scene.add( teapotTree );
//
scene.backgroundNode = screenUV.distance( .5 ).mul( 2 ).mix( color( 0x0f4140 ), color( 0x060a0d ) );
//
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
stats = new Stats( {
precision: 3,
horizontal: false,
trackGPU: true,
trackCPT: true
} );
stats.init( renderer );
document.body.appendChild( stats.dom );
//
controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 10, 0 );
controls.minDistance = 25;
controls.maxDistance = 35;
controls.maxPolarAngle = Math.PI / 1.7;
controls.autoRotate = true;
controls.autoRotateSpeed = - 0.7;
controls.update();
// post processing
const scenePass = pass( scene, camera );
const scenePassColor = scenePass.getTextureNode();
const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
const teapotTreePass = pass( teapotTree, camera ).getTextureNode();
const teapotTreePassBlurred = gaussianBlur( teapotTreePass, vec2( 1 ), 3 );
teapotTreePassBlurred.resolution = new THREE.Vector2( .2, .2 );
const scenePassColorBlurred = gaussianBlur( scenePassColor );
scenePassColorBlurred.resolution = new THREE.Vector2( .5, .5 );
scenePassColorBlurred.directionNode = vec2( 1 );
// compose
let totalPass = scenePass;
totalPass = totalPass.add( scenePassColorBlurred.mul( .1 ) );
totalPass = totalPass.mul( vignette );
totalPass = totalPass.add( teapotTreePass.mul( 10 ).add( teapotTreePassBlurred ) );
postProcessing = new THREE.PostProcessing( renderer );
postProcessing.outputNode = totalPass;
//
await renderer.computeAsync( computeInit );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
const { innerWidth, innerHeight } = window;
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( innerWidth, innerHeight );
}
async function animate() {
controls.update();
// position
scene.overrideMaterial = collisionPosMaterial;
renderer.setRenderTarget( collisionPosRT );
renderer.render( scene, collisionCamera );
// compute
renderer.compute( computeParticles );
renderer.resolveTimestampsAsync( THREE.TimestampQuery.COMPUTE );
// result
scene.overrideMaterial = null;
renderer.setRenderTarget( null );
await postProcessing.renderAsync();
renderer.resolveTimestampsAsync();
stats.update();
}
</script>
</body>
</html>