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210 lines
5.1 KiB
HTML
210 lines
5.1 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - layers</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</a> - webgpu layers
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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 { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { positionLocal, time, mod, instancedBufferAttribute, rotate, screenUV, color, vec2 } from 'three/tsl';
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let camera, scene, renderer;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
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camera.layers.enable( 0 ); // enabled by default
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camera.layers.enable( 1 );
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camera.layers.enable( 2 );
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camera.position.z = 10;
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scene = new THREE.Scene();
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const horizontalEffect = screenUV.x.mix( color( 0xf996ae ), color( 0xf6f0a3 ) );
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const lightEffect = screenUV.distance( vec2( 0.5, 1.0 ) ).oneMinus().mul( color( 0xd9b6fd ) );
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scene.backgroundNode = horizontalEffect.add( lightEffect );
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const sprite = new THREE.TextureLoader().load( 'textures/sprites/blossom.png' );
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sprite.colorSpace = THREE.SRGBColorSpace;
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const count = 2500;
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const geometry = new THREE.PlaneGeometry( 0.25, 0.25 );
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const colors = [ 0xD70654, 0xFFD95F, 0xB8D576 ];
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for ( let i = 0; i < 3; i ++ ) {
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const particles = new THREE.Mesh( geometry, getMaterial( count, colors[ i ], sprite ) );
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particles.layers.set( i );
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particles.count = count;
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scene.add( particles );
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}
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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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// GUI
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const layers = {
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'toggle red': function () {
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camera.layers.toggle( 0 );
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},
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'toggle yellow': function () {
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camera.layers.toggle( 1 );
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},
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'toggle green': function () {
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camera.layers.toggle( 2 );
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},
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'enable all': function () {
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camera.layers.enableAll();
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},
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'disable all': function () {
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camera.layers.disableAll();
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}
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};
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const gui = new GUI();
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gui.add( layers, 'toggle red' );
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gui.add( layers, 'toggle yellow' );
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gui.add( layers, 'toggle green' );
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gui.add( layers, 'enable all' );
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gui.add( layers, 'disable all' );
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function getMaterial( count, color, sprite ) {
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// instance data
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const positions = [];
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const rotations = [];
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const directions = [];
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const timeOffsets = [];
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const v = new THREE.Vector3();
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for ( let i = 0; i < count; i ++ ) {
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positions.push(
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THREE.MathUtils.randFloat( - 25, - 20 ),
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THREE.MathUtils.randFloat( - 10, 50 ),
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THREE.MathUtils.randFloat( - 5, 5 )
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);
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v.set( THREE.MathUtils.randFloat( 0.7, 0.9 ), THREE.MathUtils.randFloat( - 0.3, - 0.15 ), 0 ).normalize();
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rotations.push( Math.random(), Math.random(), Math.random() );
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directions.push( v.x, v.y, v.z );
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timeOffsets.push( i / count );
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}
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const positionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( positions ), 3 );
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const rotationAttribute = new THREE.InstancedBufferAttribute( new Float32Array( rotations ), 3 );
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const directionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( directions ), 3 );
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const timeAttribute = new THREE.InstancedBufferAttribute( new Float32Array( timeOffsets ), 1 );
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// material
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const material = new THREE.MeshBasicNodeMaterial( {
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color: color,
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map: sprite,
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alphaMap: sprite,
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alphaTest: 0.1,
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side: THREE.DoubleSide,
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forceSinglePass: true
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} );
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// TSL
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const instancePosition = instancedBufferAttribute( positionAttribute );
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const instanceDirection = instancedBufferAttribute( directionAttribute );
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const instanceRotation = instancedBufferAttribute( rotationAttribute );
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const localTime = instancedBufferAttribute( timeAttribute ).add( time.mul( 0.02 ) );
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const modTime = mod( localTime, 1.0 );
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const rotatedPositon = rotate( positionLocal, instanceRotation.mul( modTime.mul( 20 ) ) );
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material.positionNode = rotatedPositon.add( instancePosition ).add( instanceDirection.mul( modTime.mul( 50 ) ) );
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return material;
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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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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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