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370 lines
10 KiB
HTML
370 lines
10 KiB
HTML
<html lang="en">
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<head>
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<title>three.js - WebGPU - Compute Particles Snow</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 - Compute Snow - 100K Particles
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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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"stats-gl": "https://cdn.jsdelivr.net/npm/stats-gl@3.6.0/dist/main.js"
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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 { Fn, texture, vec3, pass, color, uint, screenUV, instancedArray, positionWorld, positionLocal, time, vec2, hash, instanceIndex, If } from 'three/tsl';
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import { gaussianBlur } from 'three/addons/tsl/display/GaussianBlurNode.js';
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import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import Stats from 'stats-gl';
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const maxParticleCount = 100000;
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let camera, scene, renderer;
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let controls, stats;
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let computeParticles;
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let postProcessing;
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let collisionCamera, collisionPosRT, collisionPosMaterial;
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init();
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async function init() {
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const { innerWidth, innerHeight } = window;
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camera = new THREE.PerspectiveCamera( 60, innerWidth / innerHeight, .1, 100 );
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camera.position.set( 20, 2, 20 );
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camera.layers.enable( 2 );
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camera.lookAt( 0, 40, 0 );
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0x0f3c37, 5, 40 );
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const dirLight = new THREE.DirectionalLight( 0xf9ff9b, 9 );
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dirLight.castShadow = true;
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dirLight.position.set( 10, 10, 0 );
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dirLight.castShadow = true;
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dirLight.shadow.camera.near = 1;
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dirLight.shadow.camera.far = 30;
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dirLight.shadow.camera.right = 30;
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dirLight.shadow.camera.left = - 30;
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dirLight.shadow.camera.top = 30;
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dirLight.shadow.camera.bottom = - 30;
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dirLight.shadow.mapSize.width = 2048;
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dirLight.shadow.mapSize.height = 2048;
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dirLight.shadow.bias = - 0.009;
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scene.add( dirLight );
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scene.add( new THREE.HemisphereLight( 0x0f3c37, 0x080d10, 100 ) );
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//
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collisionCamera = new THREE.OrthographicCamera( - 50, 50, 50, - 50, .1, 50 );
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collisionCamera.position.y = 50;
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collisionCamera.lookAt( 0, 0, 0 );
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collisionCamera.layers.enable( 1 );
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collisionPosRT = new THREE.RenderTarget( 1024, 1024 );
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collisionPosRT.texture.type = THREE.HalfFloatType;
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collisionPosRT.texture.magFilter = THREE.NearestFilter;
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collisionPosRT.texture.minFilter = THREE.NearestFilter;
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collisionPosRT.texture.generateMipmaps = false;
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collisionPosMaterial = new THREE.MeshBasicNodeMaterial();
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collisionPosMaterial.fog = false;
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collisionPosMaterial.toneMapped = false;
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collisionPosMaterial.colorNode = positionWorld.y;
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//
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const positionBuffer = instancedArray( maxParticleCount, 'vec3' );
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const scaleBuffer = instancedArray( maxParticleCount, 'vec3' );
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const staticPositionBuffer = instancedArray( maxParticleCount, 'vec3' );
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const dataBuffer = instancedArray( maxParticleCount, 'vec4' );
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// compute
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const randUint = () => uint( Math.random() * 0xFFFFFF );
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const computeInit = Fn( () => {
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const position = positionBuffer.element( instanceIndex );
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const scale = scaleBuffer.element( instanceIndex );
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const particleData = dataBuffer.element( instanceIndex );
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const randX = hash( instanceIndex );
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const randY = hash( instanceIndex.add( randUint() ) );
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const randZ = hash( instanceIndex.add( randUint() ) );
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position.x = randX.mul( 100 ).add( - 50 );
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position.y = randY.mul( 500 ).add( 3 );
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position.z = randZ.mul( 100 ).add( - 50 );
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scale.xyz = hash( instanceIndex.add( Math.random() ) ).mul( .8 ).add( .2 );
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staticPositionBuffer.element( instanceIndex ).assign( vec3( 1000, 10000, 1000 ) );
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particleData.y = randY.mul( - .1 ).add( - .02 );
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particleData.x = position.x;
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particleData.z = position.z;
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particleData.w = randX;
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} )().compute( maxParticleCount );
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//
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const surfaceOffset = .2;
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const speed = .4;
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const computeUpdate = Fn( () => {
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const getCoord = ( pos ) => pos.add( 50 ).div( 100 );
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const position = positionBuffer.element( instanceIndex );
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const scale = scaleBuffer.element( instanceIndex );
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const particleData = dataBuffer.element( instanceIndex );
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const velocity = particleData.y;
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const random = particleData.w;
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const rippleOnSurface = texture( collisionPosRT.texture, getCoord( position.xz ) );
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const rippleFloorArea = rippleOnSurface.y.add( scale.x.mul( surfaceOffset ) );
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If( position.y.greaterThan( rippleFloorArea ), () => {
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position.x = particleData.x.add( time.mul( random.mul( random ) ).mul( speed ).sin().mul( 3 ) );
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position.z = particleData.z.add( time.mul( random ).mul( speed ).cos().mul( random.mul( 10 ) ) );
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position.y = position.y.add( velocity );
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} ).Else( () => {
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staticPositionBuffer.element( instanceIndex ).assign( position );
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} );
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} );
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computeParticles = computeUpdate().compute( maxParticleCount );
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// rain
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const geometry = new THREE.SphereGeometry( surfaceOffset, 5, 5 );
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function particle( staticParticles ) {
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const posBuffer = staticParticles ? staticPositionBuffer : positionBuffer;
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const layer = staticParticles ? 1 : 2;
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const staticMaterial = new THREE.MeshStandardNodeMaterial( {
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color: 0xeeeeee,
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roughness: .9,
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metalness: 0
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} );
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staticMaterial.positionNode = positionLocal.mul( scaleBuffer.toAttribute() ).add( posBuffer.toAttribute() );
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const rainParticles = new THREE.Mesh( geometry, staticMaterial );
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rainParticles.count = maxParticleCount;
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rainParticles.castShadow = true;
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rainParticles.layers.disableAll();
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rainParticles.layers.enable( layer );
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return rainParticles;
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}
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const dynamicParticles = particle();
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const staticParticles = particle( true );
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scene.add( dynamicParticles );
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scene.add( staticParticles );
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// floor geometry
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const floorGeometry = new THREE.PlaneGeometry( 100, 100 );
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floorGeometry.rotateX( - Math.PI / 2 );
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const plane = new THREE.Mesh( floorGeometry, new THREE.MeshStandardMaterial( {
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color: 0x0c1e1e,
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roughness: .5,
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metalness: 0,
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transparent: true
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} ) );
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plane.material.opacityNode = positionLocal.xz.mul( .05 ).distance( 0 ).saturate().oneMinus();
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scene.add( plane );
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// tree
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function tree( count = 8 ) {
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const coneMaterial = new THREE.MeshStandardNodeMaterial( {
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color: 0x0d492c,
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roughness: .6,
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metalness: 0
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} );
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const object = new THREE.Group();
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for ( let i = 0; i < count; i ++ ) {
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const radius = 1 + i;
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const coneGeometry = new THREE.ConeGeometry( radius * 0.95, radius * 1.25, 32 );
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const cone = new THREE.Mesh( coneGeometry, coneMaterial );
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cone.castShadow = true;
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cone.position.y = ( ( count - i ) * 1.5 ) + ( count * .6 );
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object.add( cone );
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}
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const geometry = new THREE.CylinderGeometry( 1, 1, count, 32 );
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const cone = new THREE.Mesh( geometry, coneMaterial );
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cone.position.y = count / 2;
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object.add( cone );
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return object;
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}
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const teapotTree = new THREE.Mesh( new TeapotGeometry( .5, 18 ), new THREE.MeshBasicNodeMaterial( {
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color: 0xfcfb9e
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} ) );
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teapotTree.position.y = 18;
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scene.add( tree() );
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scene.add( teapotTree );
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//
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scene.backgroundNode = screenUV.distance( .5 ).mul( 2 ).mix( color( 0x0f4140 ), color( 0x060a0d ) );
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//
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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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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stats = new Stats( {
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precision: 3,
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horizontal: false,
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trackGPU: true,
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trackCPT: true
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} );
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stats.init( renderer );
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document.body.appendChild( stats.dom );
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//
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controls = new OrbitControls( camera, renderer.domElement );
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controls.target.set( 0, 10, 0 );
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controls.minDistance = 25;
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controls.maxDistance = 35;
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controls.maxPolarAngle = Math.PI / 1.7;
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controls.autoRotate = true;
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controls.autoRotateSpeed = - 0.7;
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controls.update();
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// post processing
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const scenePass = pass( scene, camera );
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const scenePassColor = scenePass.getTextureNode();
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const vignette = screenUV.distance( .5 ).mul( 1.35 ).clamp().oneMinus();
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const teapotTreePass = pass( teapotTree, camera ).getTextureNode();
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const teapotTreePassBlurred = gaussianBlur( teapotTreePass, vec2( 1 ), 3 );
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teapotTreePassBlurred.resolution = new THREE.Vector2( .2, .2 );
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const scenePassColorBlurred = gaussianBlur( scenePassColor );
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scenePassColorBlurred.resolution = new THREE.Vector2( .5, .5 );
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scenePassColorBlurred.directionNode = vec2( 1 );
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// compose
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let totalPass = scenePass;
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totalPass = totalPass.add( scenePassColorBlurred.mul( .1 ) );
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totalPass = totalPass.mul( vignette );
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totalPass = totalPass.add( teapotTreePass.mul( 10 ).add( teapotTreePassBlurred ) );
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postProcessing = new THREE.PostProcessing( renderer );
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postProcessing.outputNode = totalPass;
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//
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await renderer.computeAsync( computeInit );
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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const { innerWidth, innerHeight } = window;
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camera.aspect = innerWidth / innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( innerWidth, innerHeight );
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}
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async function animate() {
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controls.update();
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// position
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scene.overrideMaterial = collisionPosMaterial;
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renderer.setRenderTarget( collisionPosRT );
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renderer.render( scene, collisionCamera );
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// compute
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renderer.compute( computeParticles );
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renderer.resolveTimestampsAsync( THREE.TimestampQuery.COMPUTE );
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// result
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scene.overrideMaterial = null;
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renderer.setRenderTarget( null );
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await postProcessing.renderAsync();
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renderer.resolveTimestampsAsync();
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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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