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earthquake_3d_viewer_front/three/examples/webgpu_compute_particles_ra...

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<html lang="en">
<head>
<title>three.js - WebGPU - Compute Particles Rain</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 - GPU Compute Rain
</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 { Fn, texture, uv, uint, instancedArray, positionWorld, billboarding, time, hash, deltaTime, vec2, instanceIndex, positionGeometry, If } from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
const maxParticleCount = 50000;
const instanceCount = maxParticleCount / 2;
let camera, scene, renderer;
let controls, stats;
let computeParticles;
let monkey;
let clock;
let collisionBox, collisionCamera, collisionPosRT, collisionPosMaterial;
let collisionBoxPos, collisionBoxPosUI;
init();
function init() {
const { innerWidth, innerHeight } = window;
camera = new THREE.PerspectiveCamera( 60, innerWidth / innerHeight, .1, 110 );
camera.position.set( 40, 8, 0 );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
const dirLight = new THREE.DirectionalLight( 0xffffff, .5 );
dirLight.castShadow = true;
dirLight.position.set( 3, 17, 17 );
dirLight.castShadow = true;
dirLight.shadow.camera.near = 1;
dirLight.shadow.camera.far = 50;
dirLight.shadow.camera.right = 25;
dirLight.shadow.camera.left = - 25;
dirLight.shadow.camera.top = 25;
dirLight.shadow.camera.bottom = - 25;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.bias = - 0.01;
scene.add( dirLight );
scene.add( new THREE.AmbientLight( 0x111111 ) );
//
collisionCamera = new THREE.OrthographicCamera( - 50, 50, 50, - 50, .1, 50 );
collisionCamera.position.y = 50;
collisionCamera.lookAt( 0, 0, 0 );
collisionCamera.layers.disableAll();
collisionCamera.layers.enable( 1 );
collisionPosRT = new THREE.RenderTarget( 1024, 1024 );
collisionPosRT.texture.type = THREE.HalfFloatType;
collisionPosRT.texture.magFilter = THREE.NearestFilter;
collisionPosRT.texture.minFilter = THREE.NearestFilter;
collisionPosRT.texture.generateMipmaps = false;
collisionPosMaterial = new THREE.MeshBasicNodeMaterial();
collisionPosMaterial.colorNode = positionWorld;
//
const positionBuffer = instancedArray( maxParticleCount, 'vec3' );
const velocityBuffer = instancedArray( maxParticleCount, 'vec3' );
const ripplePositionBuffer = instancedArray( maxParticleCount, 'vec3' );
const rippleTimeBuffer = instancedArray( maxParticleCount, 'vec3' );
// compute
const randUint = () => uint( Math.random() * 0xFFFFFF );
const computeInit = Fn( () => {
const position = positionBuffer.element( instanceIndex );
const velocity = velocityBuffer.element( instanceIndex );
const rippleTime = rippleTimeBuffer.element( instanceIndex );
const randX = hash( instanceIndex );
const randY = hash( instanceIndex.add( randUint() ) );
const randZ = hash( instanceIndex.add( randUint() ) );
position.x = randX.mul( 100 ).add( - 50 );
position.y = randY.mul( 25 );
position.z = randZ.mul( 100 ).add( - 50 );
velocity.y = randX.mul( - .04 ).add( - .2 );
rippleTime.x = 1000;
} )().compute( maxParticleCount );
//
const computeUpdate = Fn( () => {
const getCoord = ( pos ) => pos.add( 50 ).div( 100 );
const position = positionBuffer.element( instanceIndex );
const velocity = velocityBuffer.element( instanceIndex );
const ripplePosition = ripplePositionBuffer.element( instanceIndex );
const rippleTime = rippleTimeBuffer.element( instanceIndex );
position.addAssign( velocity );
rippleTime.x = rippleTime.x.add( deltaTime.mul( 4 ) );
//
const collisionArea = texture( collisionPosRT.texture, getCoord( position.xz ) );
const surfaceOffset = .05;
const floorPosition = collisionArea.y.add( surfaceOffset );
// floor
const ripplePivotOffsetY = - .9;
If( position.y.add( ripplePivotOffsetY ).lessThan( floorPosition ), () => {
position.y = 25;
ripplePosition.xz = position.xz;
ripplePosition.y = floorPosition;
// reset hit time: x = time
rippleTime.x = 1;
// next drops will not fall in the same place
position.x = hash( instanceIndex.add( time ) ).mul( 100 ).add( - 50 );
position.z = hash( instanceIndex.add( time.add( randUint() ) ) ).mul( 100 ).add( - 50 );
} );
const rippleOnSurface = texture( collisionPosRT.texture, getCoord( ripplePosition.xz ) );
const rippleFloorArea = rippleOnSurface.y.add( surfaceOffset );
If( ripplePosition.y.greaterThan( rippleFloorArea ), () => {
rippleTime.x = 1000;
} );
} );
computeParticles = computeUpdate().compute( maxParticleCount );
// rain
const rainMaterial = new THREE.MeshBasicNodeMaterial();
rainMaterial.colorNode = uv().distance( vec2( .5, 0 ) ).oneMinus().mul( 3 ).exp().mul( .1 );
rainMaterial.vertexNode = billboarding( { position: positionBuffer.toAttribute() } );
rainMaterial.opacity = .2;
rainMaterial.side = THREE.DoubleSide;
rainMaterial.forceSinglePass = true;
rainMaterial.depthWrite = false;
rainMaterial.depthTest = true;
rainMaterial.transparent = true;
const rainParticles = new THREE.Mesh( new THREE.PlaneGeometry( .1, 2 ), rainMaterial );
rainParticles.count = instanceCount;
scene.add( rainParticles );
// ripple
const rippleTime = rippleTimeBuffer.element( instanceIndex ).x;
const rippleEffect = Fn( () => {
const center = uv().add( vec2( - .5 ) ).length().mul( 7 );
const distance = rippleTime.sub( center );
return distance.min( 1 ).sub( distance.max( 1 ).sub( 1 ) );
} );
const rippleMaterial = new THREE.MeshBasicNodeMaterial();
rippleMaterial.colorNode = rippleEffect();
rippleMaterial.positionNode = positionGeometry.add( ripplePositionBuffer.toAttribute() );
rippleMaterial.opacityNode = rippleTime.mul( .3 ).oneMinus().max( 0 ).mul( .5 );
rippleMaterial.side = THREE.DoubleSide;
rippleMaterial.forceSinglePass = true;
rippleMaterial.depthWrite = false;
rippleMaterial.depthTest = true;
rippleMaterial.transparent = true;
// ripple geometry
const surfaceRippleGeometry = new THREE.PlaneGeometry( 2.5, 2.5 );
surfaceRippleGeometry.rotateX( - Math.PI / 2 );
const xRippleGeometry = new THREE.PlaneGeometry( 1, 2 );
xRippleGeometry.rotateY( - Math.PI / 2 );
const zRippleGeometry = new THREE.PlaneGeometry( 1, 2 );
const rippleGeometry = BufferGeometryUtils.mergeGeometries( [ surfaceRippleGeometry, xRippleGeometry, zRippleGeometry ] );
const rippleParticles = new THREE.Mesh( rippleGeometry, rippleMaterial );
rippleParticles.count = instanceCount;
scene.add( rippleParticles );
// floor geometry
const floorGeometry = new THREE.PlaneGeometry( 1000, 1000 );
floorGeometry.rotateX( - Math.PI / 2 );
const plane = new THREE.Mesh( floorGeometry, new THREE.MeshBasicMaterial( { color: 0x050505 } ) );
scene.add( plane );
//
collisionBox = new THREE.Mesh( new THREE.BoxGeometry( 30, 1, 15 ), new THREE.MeshStandardMaterial() );
collisionBox.material.color.set( 0x333333 );
collisionBox.position.y = 12;
collisionBox.scale.x = 3.5;
collisionBox.layers.enable( 1 );
collisionBox.castShadow = true;
scene.add( collisionBox );
//
const loader = new THREE.BufferGeometryLoader();
loader.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
geometry.computeVertexNormals();
monkey = new THREE.Mesh( geometry, new THREE.MeshStandardMaterial( { roughness: 1, metalness: 0 } ) );
monkey.receiveShadow = true;
monkey.scale.setScalar( 5 );
monkey.rotation.y = Math.PI / 2;
monkey.position.y = 4.5;
monkey.layers.enable( 1 ); // add to collision layer
scene.add( monkey );
} );
//
clock = new THREE.Clock();
//
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
//
renderer.computeAsync( computeInit );
//
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 5;
controls.maxDistance = 50;
controls.update();
//
window.addEventListener( 'resize', onWindowResize );
// gui
const gui = new GUI();
// use lerp to smooth the movement
collisionBoxPosUI = new THREE.Vector3().copy( collisionBox.position );
collisionBoxPos = new THREE.Vector3();
gui.add( collisionBoxPosUI, 'z', - 50, 50, .001 ).name( 'position' );
gui.add( collisionBox.scale, 'x', .1, 3.5, 0.01 ).name( 'scale' );
gui.add( rainParticles, 'count', 200, maxParticleCount, 1 ).name( 'drop count' ).onChange( ( v ) => rippleParticles.count = v );
}
function onWindowResize() {
const { innerWidth, innerHeight } = window;
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( innerWidth, innerHeight );
}
function animate() {
stats.update();
const delta = clock.getDelta();
if ( monkey ) {
monkey.rotation.y += delta;
}
collisionBoxPos.set( collisionBoxPosUI.x, collisionBoxPosUI.y, - collisionBoxPosUI.z );
collisionBox.position.lerp( collisionBoxPos, 10 * delta );
// position
scene.overrideMaterial = collisionPosMaterial;
renderer.setRenderTarget( collisionPosRT );
renderer.render( scene, collisionCamera );
// compute
renderer.compute( computeParticles );
// result
scene.overrideMaterial = null;
renderer.setRenderTarget( null );
renderer.render( scene, camera );
}
</script>
</body>
</html>