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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - renderbundle</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">
<style>
#info {
background-color: rgba(0,0,0,0.75);
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - renderbundle
<br />
(WebGL uses 10 times fewer meshes to prevent performance issues.)
</div>
<div id="backend" style="position: absolute; top: 200px; left: 0; color: #fff; background-color: rgba(0,0,0,0.75); padding: 5px;">
Draw Calls: 0
</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 Stats from 'stats-gl';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer;
let controls, stats;
let gui;
let geometries, group;
let renderTimeAverages = [];
//
const position = new THREE.Vector3();
const rotation = new THREE.Euler();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3();
//
const MAX_GEOMETRY_COUNT = 4000;
const api = {
webgpu: true,
renderBundle: true,
count: MAX_GEOMETRY_COUNT,
opacity: 1,
dynamic: false
};
init( ! api.webgpu );
//
function randomizeMatrix( matrix ) {
position.x = Math.random() * 80 - 40;
position.y = Math.random() * 80 - 40;
position.z = Math.random() * 80 - 40;
rotation.x = Math.random() * 2 * Math.PI;
rotation.y = Math.random() * 2 * Math.PI;
rotation.z = Math.random() * 2 * Math.PI;
quaternion.setFromEuler( rotation );
const factorScale = api.webgpu ? 1 : 2.0;
scale.x = scale.y = scale.z = 0.35 * factorScale + ( Math.random() * 0.5 * factorScale );
return matrix.compose( position, quaternion, scale );
}
function randomizeRotationSpeed( rotation ) {
rotation.x = Math.random() * .05;
rotation.y = Math.random() * .05;
rotation.z = Math.random() * .05;
return rotation;
}
function initGeometries() {
geometries = [
new THREE.ConeGeometry( 1.0, 2.0, 3, 1 ),
new THREE.BoxGeometry( 2.0, 2.0, 2.0 ),
new THREE.PlaneGeometry( 2.0, 2, 1, 1 ),
new THREE.CapsuleGeometry( ),
new THREE.CircleGeometry( 1.0, 3 ),
new THREE.CylinderGeometry( 1.0, 1.0, 2.0, 3, 1 ),
new THREE.DodecahedronGeometry( 1.0, 0 ),
new THREE.IcosahedronGeometry( 1.0, 0 ),
new THREE.OctahedronGeometry( 1.0, 0 ),
new THREE.PolyhedronGeometry( [ 0, 0, 0 ], [ 0, 0, 0 ], 1, 0 ),
new THREE.RingGeometry( 1.0, 1.5, 3 ),
new THREE.SphereGeometry( 1.0, 3, 2 ),
new THREE.TetrahedronGeometry( 1.0, 0 ),
new THREE.TorusGeometry( 1.0, 0.5, 3, 3 ),
new THREE.TorusKnotGeometry( 1.0, 0.5, 20, 3, 1, 1 ),
];
}
function cleanup() {
if ( group ) {
group.parent.remove( group );
if ( group.dispose ) {
group.dispose();
}
}
}
function initMesh( count ) {
cleanup();
initRegularMesh( count );
}
function initRegularMesh( count ) {
group = api.renderBundle ? new THREE.BundleGroup() : new THREE.Group();
for ( let i = 0; i < count; i ++ ) {
const material = new THREE.MeshToonNodeMaterial( {
color: new THREE.Color( Math.random() * 0xffffff ),
side: THREE.DoubleSide,
} );
const child = new THREE.Mesh( geometries[ i % geometries.length ], material );
randomizeMatrix( child.matrix );
child.matrix.decompose( child.position, child.quaternion, child.scale );
child.userData.rotationSpeed = randomizeRotationSpeed( new THREE.Euler() );
child.frustumCulled = false;
group.add( child );
}
scene.add( group );
}
async function init( forceWebGL = false ) {
const count = api.count / ( api.webgpu ? 1 : 10 );
renderTimeAverages = [];
if ( renderer ) {
renderer.dispose();
controls.dispose();
document.body.removeChild( stats.dom );
document.body.removeChild( renderer.domElement );
}
// camera
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera( 70, aspect, 1, 100 );
camera.position.z = 50;
// renderer
renderer = new THREE.WebGPURenderer( { antialias: true, forceWebGL } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
// scene
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xc1c1c1 );
const light = new THREE.DirectionalLight( 0xffffff, 3.4 );
scene.add( light );
document.body.appendChild( renderer.domElement );
await renderer.init();
initGeometries();
initMesh( count );
controls = new OrbitControls( camera, renderer.domElement );
controls.autoRotate = true;
controls.autoRotateSpeed = 1.0;
// stats
stats = new Stats( {
precision: 3,
horizontal: false,
trackGPU: true,
} );
stats.init( renderer );
document.body.appendChild( stats.dom );
stats.dom.style.position = 'absolute';
// gui
gui = new GUI();
gui.add( api, 'renderBundle' ).onChange( () => {
init( ! api.webgpu );
} );
gui.add( api, 'webgpu' ).onChange( () => {
init( ! api.webgpu );
} );
gui.add( api, 'dynamic' ).onChange( () => {
group.static = ! group.static;
} );
// listeners
window.addEventListener( 'resize', onWindowResize );
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( width, height );
group.needsUpdate = true;
}
async function animate() {
animateMeshes();
controls.update();
const renderTimeAverage = performance.now();
renderer.render( scene, camera );
// push only the last 60 render times
renderTimeAverages.push( performance.now() - renderTimeAverage );
if ( renderTimeAverages.length > 60 ) renderTimeAverages.shift();
const average = renderTimeAverages.reduce( ( a, b ) => a + b, 0 ) / renderTimeAverages.length;
renderer.resolveTimestampsAsync();
stats.update();
document.getElementById( 'backend' ).innerText = `Average Render Time ${api.renderBundle ? '(Bundle)' : ''}: ` + average.toFixed( 2 ) + 'ms';
}
function animateMeshes() {
const count = api.count / ( api.webgpu ? 1 : 10 );
const loopNum = api.dynamic ? count : 0;
for ( let i = 0; i < loopNum; i ++ ) {
const child = group.children[ i ];
const rotationSpeed = child.userData.rotationSpeed;
child.rotation.set(
child.rotation.x + rotationSpeed.x,
child.rotation.y + rotationSpeed.y,
child.rotation.z + rotationSpeed.z
);
}
}
}
</script>
</body>
</html>