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238 lines
6.5 KiB
HTML
238 lines
6.5 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - compute geometry</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js webgpu</a> - compute geometry
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { vec4, storage, Fn, If, uniform, instanceIndex, objectWorldMatrix, color, screenUV, attribute } from 'three/tsl';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import Stats from 'three/addons/libs/stats.module.js';
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let camera, scene, renderer;
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let raycaster, pointer;
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let stats;
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let mesh;
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const pointerPosition = uniform( vec4( 0 ) );
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const elasticity = uniform( .4 ); // elasticity ( how "strong" the spring is )
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const damping = uniform( .94 ); // damping factor ( energy loss )
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const brushSize = uniform( .25 );
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const brushStrength = uniform( .22 );
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init();
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const jelly = Fn( ( { renderer, geometry, object } ) => {
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const count = geometry.attributes.position.count;
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// Create storage buffer attribute for modified position.
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const positionBaseAttribute = geometry.attributes.position;
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const positionStorageBufferAttribute = new THREE.StorageBufferAttribute( count, 3 );
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const speedBufferAttribute = new THREE.StorageBufferAttribute( count, 3 );
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geometry.setAttribute( 'storagePosition', positionStorageBufferAttribute );
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// Attributes
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const positionAttribute = storage( positionBaseAttribute, 'vec3', count );
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const positionStorageAttribute = storage( positionStorageBufferAttribute, 'vec3', count );
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const speedAttribute = storage( speedBufferAttribute, 'vec3', count );
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// Vectors
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// Base vec3 position of the mesh vertices.
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const basePosition = positionAttribute.element( instanceIndex );
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// Mesh vertices after compute modification.
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const currentPosition = positionStorageAttribute.element( instanceIndex );
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// Speed of each mesh vertex.
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const currentSpeed = speedAttribute.element( instanceIndex );
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//
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const computeInit = Fn( () => {
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// Modified storage position starts out the same as the base position.
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currentPosition.assign( basePosition );
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} )().compute( count );
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//
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const computeUpdate = Fn( () => {
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// pinch
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If( pointerPosition.w.equal( 1 ), () => {
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const worldPosition = objectWorldMatrix( object ).mul( currentPosition );
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const dist = worldPosition.distance( pointerPosition.xyz );
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const direction = pointerPosition.xyz.sub( worldPosition ).normalize();
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const power = brushSize.sub( dist ).max( 0 ).mul( brushStrength );
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currentPosition.addAssign( direction.mul( power ) );
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} );
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// compute ( jelly )
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const distance = basePosition.distance( currentPosition );
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const force = elasticity.mul( distance ).mul( basePosition.sub( currentPosition ) );
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currentSpeed.addAssign( force );
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currentSpeed.mulAssign( damping );
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currentPosition.addAssign( currentSpeed );
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} )().compute( count );
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// initialize the storage buffer with the base position
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computeUpdate.onInit( () => renderer.compute( computeInit ) );
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//
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return computeUpdate;
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} );
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function init() {
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camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
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camera.position.set( 0, 0, 1 );
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scene = new THREE.Scene();
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raycaster = new THREE.Raycaster();
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pointer = new THREE.Vector2();
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// background
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const bgColor = screenUV.y.mix( color( 0x9f87f7 ), color( 0xf2cdcd ) );
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const bgVignette = screenUV.distance( .5 ).remapClamp( 0.3, .8 ).oneMinus();
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const bgIntensity = 4;
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scene.backgroundNode = bgColor.mul( bgVignette.mul( color( 0xa78ff6 ).mul( bgIntensity ) ) );
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// model
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new GLTFLoader().load( 'models/gltf/LeePerrySmith/LeePerrySmith.glb', function ( gltf ) {
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// create jelly effect material
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const material = new THREE.MeshNormalNodeMaterial();
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material.geometryNode = jelly();
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material.positionNode = attribute( 'storagePosition' );
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// apply the material to the mesh
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mesh = gltf.scene.children[ 0 ];
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mesh.scale.setScalar( .1 );
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mesh.material = material;
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scene.add( mesh );
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} );
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// renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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document.body.appendChild( renderer.domElement );
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const controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = .7;
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controls.maxDistance = 2;
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const gui = new GUI();
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gui.add( elasticity, 'value', 0, .5 ).name( 'elasticity' );
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gui.add( damping, 'value', .9, .98 ).name( 'damping' );
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gui.add( brushSize, 'value', .1, .5 ).name( 'brush size' );
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gui.add( brushStrength, 'value', .1, .3 ).name( 'brush strength' );
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stats = new Stats();
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document.body.appendChild( stats.dom );
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window.addEventListener( 'resize', onWindowResize );
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window.addEventListener( 'pointermove', onPointerMove );
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}
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function onPointerMove( event ) {
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pointer.set( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1 );
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raycaster.setFromCamera( pointer, camera );
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const intersects = raycaster.intersectObject( scene );
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if ( intersects.length > 0 ) {
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const intersect = intersects[ 0 ];
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pointerPosition.value.copy( intersect.point );
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pointerPosition.value.w = 1; // enable
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} else {
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pointerPosition.value.w = 0; // disable
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}
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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async function animate() {
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stats.update();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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