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194 lines
4.1 KiB
HTML
194 lines
4.1 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - instancing morph target animations</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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<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 { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import Stats from 'three/addons/libs/stats.module.js';
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let camera, scene, renderer, stats, mesh, mixer, dummy;
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const offset = 5000;
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const timeOffsets = new Float32Array( 1024 );
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for ( let i = 0; i < 1024; i ++ ) {
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timeOffsets[ i ] = Math.random() * 3;
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}
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const clock = new THREE.Clock( true );
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 100, 10000 );
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x99DDFF );
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scene.fog = new THREE.Fog( 0x99DDFF, 5000, 10000 );
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//
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stats = new Stats();
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document.body.appendChild( stats.dom );
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const light = new THREE.DirectionalLight( 0xffffff, 1 );
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light.position.set( 200, 1000, 50 );
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light.shadow.mapSize.width = 2048;
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light.shadow.mapSize.height = 2048;
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light.castShadow = true;
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light.shadow.camera.left = - 5000;
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light.shadow.camera.right = 5000;
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light.shadow.camera.top = 5000;
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light.shadow.camera.bottom = - 5000;
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light.shadow.camera.far = 2000;
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light.shadow.bias = - 0.01;
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light.shadow.camera.updateProjectionMatrix();
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scene.add( light );
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const hemi = new THREE.HemisphereLight( 0x99DDFF, 0x669933, 1 / 3 );
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scene.add( hemi );
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const ground = new THREE.Mesh(
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new THREE.PlaneGeometry( 1000000, 1000000 ),
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new THREE.MeshStandardMaterial( { color: 0x669933 } )
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);
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ground.rotation.x = - Math.PI / 2;
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ground.receiveShadow = true;
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scene.add( ground );
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const loader = new GLTFLoader();
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loader.load( 'models/gltf/Horse.glb', function ( glb ) {
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dummy = glb.scene.children[ 0 ];
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mesh = new THREE.InstancedMesh( dummy.geometry, new THREE.MeshStandardNodeMaterial( {
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flatShading: true,
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} ), 1024 );
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mesh.castShadow = true;
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for ( let x = 0, i = 0; x < 32; x ++ ) {
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for ( let y = 0; y < 32; y ++ ) {
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dummy.position.set( offset - 300 * x + 200 * Math.random(), 0, offset - 300 * y );
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dummy.updateMatrix();
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mesh.setMatrixAt( i, dummy.matrix );
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mesh.setColorAt( i, new THREE.Color( `hsl(${Math.random() * 360}, 50%, 66%)` ) );
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i ++;
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}
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}
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scene.add( mesh );
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mixer = new THREE.AnimationMixer( glb.scene );
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const action = mixer.clipAction( glb.animations[ 0 ] );
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action.play();
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} );
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// renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setAnimationLoop( animate );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.shadowMap.enabled = true;
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document.body.appendChild( renderer.domElement );
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window.addEventListener( 'resize', onWindowResize );
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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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//
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function animate() {
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const time = clock.getElapsedTime();
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const r = 3000;
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camera.position.set( Math.sin( time / 10 ) * r, 1500 + 1000 * Math.cos( time / 5 ), Math.cos( time / 10 ) * r );
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camera.lookAt( 0, 0, 0 );
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if ( mesh ) {
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for ( let i = 0; i < 1024; i ++ ) {
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mixer.setTime( time + timeOffsets[ i ] );
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mesh.setMorphAt( i, dummy );
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}
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mesh.morphTexture.needsUpdate = true;
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}
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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