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earthquake_3d_viewer_front/three/examples/webgpu_instance_path.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - geometry path</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 - geometry path
</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/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { abs, add, instancedBufferAttribute, positionLocal, mod, time, sin, vec3, select, float, screenUV, color } from 'three/tsl';
let camera, scene, renderer, controls;
const count = 1000;
init();
async function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.z = 15;
scene = new THREE.Scene();
scene.backgroundNode = screenUV.distance( .5 ).remap( 0, 0.65 ).mix( color( 0x94254c ), color( 0x000000 ) );
// generate a path representing a heart shape
const x = 0, y = 0;
const path = new THREE.Path()
.moveTo( x - 2.5, y - 2.5 )
.bezierCurveTo( x - 2.5, y - 2.5, x - 2, y, x, y )
.bezierCurveTo( x + 3, y, x + 3, y - 3.5, x + 3, y - 3.5 )
.bezierCurveTo( x + 3, y - 5.5, x + 1, y - 7.7, x - 2.5, y - 9.5 )
.bezierCurveTo( x - 6, y - 7.7, x - 8, y - 5.5, x - 8, y - 3.5 )
.bezierCurveTo( x - 8, y - 3.5, x - 8, y, x - 5, y )
.bezierCurveTo( x - 3.5, y, x - 2.5, y - 2.5, x - 2.5, y - 2.5 );
// generate instanced ico-spheres along the path
const geometry = new THREE.IcosahedronGeometry( 0.1 );
const material = new THREE.MeshStandardNodeMaterial();
const mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 2.5, 5, 0 );
mesh.count = count;
mesh.frustumCulled = false;
scene.add( mesh );
// instance data
const v = new THREE.Vector3();
const c = new THREE.Color();
const positions = [];
const times = [];
const seeds = [];
const colors = [];
for ( let i = 0; i < count; i ++ ) {
const t = i / count;
path.getPointAt( t, v );
v.x += ( 0.5 - Math.random() );
v.y += ( 0.5 - Math.random() );
v.z = ( 0.5 - Math.random() );
positions.push( v.x, v.y, v.z );
times.push( t );
seeds.push( Math.random() );
c.setHSL( 0.75 + ( Math.random() * 0.25 ), 1, 0.4 );
colors.push( c.r, c.g, c.b );
}
const positionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( positions ), 3 );
const colorAttribute = new THREE.InstancedBufferAttribute( new Float32Array( colors ), 3 );
const timeAttribute = new THREE.InstancedBufferAttribute( new Float32Array( times ), 1 );
const seedAttribute = new THREE.InstancedBufferAttribute( new Float32Array( seeds ), 1 );
// TSL
const instancePosition = instancedBufferAttribute( positionAttribute );
const instanceColor = instancedBufferAttribute( colorAttribute );
const instanceSeed = instancedBufferAttribute( seedAttribute );
const instanceTime = instancedBufferAttribute( timeAttribute );
const localTime = instanceTime.add( time );
const modTime = mod( time.mul( 0.4 ), 1 );
const s0 = sin( localTime.add( instanceSeed ) ).mul( 0.25 );
const dist = abs( instanceTime.sub( modTime ) ).toConst(); // modTime and instanceTime are in the range [0,1]
const wrapDist = select( dist.greaterThan( 0.5 ), dist.oneMinus(), dist ).toConst(); // the normalized distance should wrap around 0/1
const s1 = select( wrapDist.greaterThan( 0.1 ), float( 1 ), wrapDist.remap( 0, 0.1, 3, 1 ) ); // compute a scale in a range around the current interpolated value
const offset = vec3( instancePosition.x, instancePosition.y.add( s0 ), instancePosition.z ).toConst( 'offset' );
material.positionNode = add( positionLocal.mul( s1 ), offset );
material.colorNode = instanceColor;
//
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.toneMapping = THREE.NeutralToneMapping;
document.body.appendChild( renderer.domElement );
await renderer.init();
const pmremGenerator = new THREE.PMREMGenerator( renderer );
scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
controls = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>