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462 lines
17 KiB
HTML
462 lines
17 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - VFX Linked particles</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 webgpu</a> - VFX Linked particles
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<br>
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Based on <a href="https://github.com/ULuIQ12/webgpu-tsl-linkedparticles" target="_blank" rel="noopener">this experiment</a> by Christophe Choffel
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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 { atan, cos, float, max, min, mix, PI, PI2, sin, vec2, vec3, color, Fn, hash, hue, If, instanceIndex, Loop, mx_fractal_noise_float, mx_fractal_noise_vec3, pass, pcurve, storage, deltaTime, time, uv, uniform, step } from 'three/tsl';
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import { bloom } from 'three/addons/tsl/display/BloomNode.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { Timer } from 'three/addons/misc/Timer.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import WebGPU from 'three/addons/capabilities/WebGPU.js';
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let camera, scene, renderer, postProcessing, controls, timer, light;
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let updateParticles, spawnParticles; // TSL compute nodes
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let getInstanceColor; // TSL function
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const screenPointer = new THREE.Vector2();
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const scenePointer = new THREE.Vector3();
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const raycastPlane = new THREE.Plane( new THREE.Vector3( 0, 0, 1 ), 0 );
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const raycaster = new THREE.Raycaster();
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const nbParticles = Math.pow( 2, 13 );
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const timeScale = uniform( 1.0 );
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const particleLifetime = uniform( 0.5 );
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const particleSize = uniform( 1.0 );
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const linksWidth = uniform( 0.005 );
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const colorOffset = uniform( 0.0 );
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const colorVariance = uniform( 2.0 );
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const colorRotationSpeed = uniform( 1.0 );
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const spawnIndex = uniform( 0 );
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const nbToSpawn = uniform( 5 );
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const spawnPosition = uniform( vec3( 0.0 ) );
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const previousSpawnPosition = uniform( vec3( 0.0 ) );
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const turbFrequency = uniform( 0.5 );
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const turbAmplitude = uniform( 0.5 );
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const turbOctaves = uniform( 2 );
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const turbLacunarity = uniform( 2.0 );
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const turbGain = uniform( 0.5 );
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const turbFriction = uniform( 0.01 );
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init();
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function init() {
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if ( WebGPU.isAvailable() === false ) {
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document.body.appendChild( WebGPU.getErrorMessage() );
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throw new Error( 'No WebGPU support' );
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}
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camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 200 );
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camera.position.set( 0, 0, 10 );
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scene = new THREE.Scene();
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timer = new Timer();
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timer.connect( document );
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// renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setClearColor( 0x14171a );
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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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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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document.body.appendChild( renderer.domElement );
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// TSL function
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// current color from index
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getInstanceColor = /*#__PURE__*/ Fn( ( [ i ] ) => {
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return hue( color( 0x0000ff ), colorOffset.add( mx_fractal_noise_float( i.toFloat().mul( .1 ), 2, 2.0, 0.5, colorVariance ) ) );
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} );
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// Particles
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// storage buffers
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const particlePositions = storage( new THREE.StorageInstancedBufferAttribute( nbParticles, 4 ), 'vec4', nbParticles );
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const particleVelocities = storage( new THREE.StorageInstancedBufferAttribute( nbParticles, 4 ), 'vec4', nbParticles );
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// init particles buffers
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renderer.computeAsync( /*#__PURE__*/ Fn( () => {
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particlePositions.element( instanceIndex ).xyz.assign( vec3( 10000.0 ) );
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particlePositions.element( instanceIndex ).w.assign( vec3( - 1.0 ) ); // life is stored in w component; x<0 means dead
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} )().compute( nbParticles ) );
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// particles output
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const particleQuadSize = 0.05;
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const particleGeom = new THREE.PlaneGeometry( particleQuadSize, particleQuadSize );
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const particleMaterial = new THREE.SpriteNodeMaterial();
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particleMaterial.blending = THREE.AdditiveBlending;
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particleMaterial.depthWrite = false;
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particleMaterial.positionNode = particlePositions.toAttribute();
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particleMaterial.scaleNode = vec2( particleSize );
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particleMaterial.rotationNode = atan( particleVelocities.toAttribute().y, particleVelocities.toAttribute().x );
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particleMaterial.colorNode = /*#__PURE__*/ Fn( () => {
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const life = particlePositions.toAttribute().w;
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const modLife = pcurve( life.oneMinus(), 8.0, 1.0 );
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const pulse = pcurve(
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sin( hash( instanceIndex ).mul( PI2 ).add( time.mul( 0.5 ).mul( PI2 ) ) ).mul( 0.5 ).add( 0.5 ),
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0.25,
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0.25
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).mul( 10.0 ).add( 1.0 );
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return getInstanceColor( instanceIndex ).mul( pulse.mul( modLife ) );
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} )();
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particleMaterial.opacityNode = /*#__PURE__*/ Fn( () => {
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const circle = step( uv().xy.sub( 0.5 ).length(), 0.5 );
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const life = particlePositions.toAttribute().w;
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return circle.mul( life );
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} )();
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const particleMesh = new THREE.InstancedMesh( particleGeom, particleMaterial, nbParticles );
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particleMesh.instanceMatrix.setUsage( THREE.DynamicDrawUsage );
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particleMesh.frustumCulled = false;
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scene.add( particleMesh );
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// Links between particles
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// first, we define the indices for the links, 2 quads per particle, the indexation is fixed
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const linksIndices = [];
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for ( let i = 0; i < nbParticles; i ++ ) {
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const baseIndex = i * 8;
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for ( let j = 0; j < 2; j ++ ) {
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const offset = baseIndex + j * 4;
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linksIndices.push( offset, offset + 1, offset + 2, offset, offset + 2, offset + 3 );
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}
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}
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// storage buffers attributes for the links
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const nbVertices = nbParticles * 8;
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const linksVerticesSBA = new THREE.StorageBufferAttribute( nbVertices, 4 );
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const linksColorsSBA = new THREE.StorageBufferAttribute( nbVertices, 4 );
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// links output
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const linksGeom = new THREE.BufferGeometry();
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linksGeom.setAttribute( 'position', linksVerticesSBA );
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linksGeom.setAttribute( 'color', linksColorsSBA );
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linksGeom.setIndex( linksIndices );
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const linksMaterial = new THREE.MeshBasicNodeMaterial();
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linksMaterial.vertexColors = true;
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linksMaterial.side = THREE.DoubleSide;
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linksMaterial.transparent = true;
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linksMaterial.depthWrite = false;
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linksMaterial.depthTest = false;
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linksMaterial.blending = THREE.AdditiveBlending;
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linksMaterial.opacityNode = storage( linksColorsSBA, 'vec4', linksColorsSBA.count ).toAttribute().w;
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const linksMesh = new THREE.Mesh( linksGeom, linksMaterial );
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linksMesh.frustumCulled = false;
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scene.add( linksMesh );
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// compute nodes
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updateParticles = /*#__PURE__*/ Fn( () => {
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const position = particlePositions.element( instanceIndex ).xyz;
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const life = particlePositions.element( instanceIndex ).w;
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const velocity = particleVelocities.element( instanceIndex ).xyz;
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const dt = deltaTime.mul( 0.1 ).mul( timeScale );
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If( life.greaterThan( 0.0 ), () => {
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// first we update the particles positions and velocities
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// velocity comes from a turbulence field, and is multiplied by the particle lifetime so that it slows down over time
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const localVel = mx_fractal_noise_vec3( position.mul( turbFrequency ), turbOctaves, turbLacunarity, turbGain, turbAmplitude ).mul( life.add( .01 ) );
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velocity.addAssign( localVel );
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velocity.mulAssign( turbFriction.oneMinus() );
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position.addAssign( velocity.mul( dt ) );
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// then we decrease the lifetime
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life.subAssign( dt.mul( particleLifetime.reciprocal() ) );
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// then we find the two closest particles and set a quad to each of them
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const closestDist1 = float( 10000.0 ).toVar();
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const closestPos1 = vec3( 0.0 ).toVar();
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const closestLife1 = float( 0.0 ).toVar();
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const closestDist2 = float( 10000.0 ).toVar();
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const closestPos2 = vec3( 0.0 ).toVar();
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const closestLife2 = float( 0.0 ).toVar();
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Loop( nbParticles, ( { i } ) => {
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const otherPart = particlePositions.element( i );
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If( i.notEqual( instanceIndex ).and( otherPart.w.greaterThan( 0.0 ) ), () => { // if not self and other particle is alive
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const otherPosition = otherPart.xyz;
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const dist = position.sub( otherPosition ).lengthSq();
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const moreThanZero = dist.greaterThan( 0.0 );
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If( dist.lessThan( closestDist1 ).and( moreThanZero ), () => {
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closestDist1.assign( dist );
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closestPos1.assign( otherPosition.xyz );
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closestLife1.assign( otherPart.w );
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} ).ElseIf( dist.lessThan( closestDist2 ).and( moreThanZero ), () => {
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closestDist2.assign( dist );
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closestPos2.assign( otherPosition.xyz );
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closestLife2.assign( otherPart.w );
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} );
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} );
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} );
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// then we update the links correspondingly
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const linksPositions = storage( linksVerticesSBA, 'vec4', linksVerticesSBA.count );
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const linksColors = storage( linksColorsSBA, 'vec4', linksColorsSBA.count );
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const firstLinkIndex = instanceIndex.mul( 8 );
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const secondLinkIndex = firstLinkIndex.add( 4 );
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// positions link 1
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linksPositions.element( firstLinkIndex ).xyz.assign( position );
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linksPositions.element( firstLinkIndex ).y.addAssign( linksWidth );
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linksPositions.element( firstLinkIndex.add( 1 ) ).xyz.assign( position );
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linksPositions.element( firstLinkIndex.add( 1 ) ).y.addAssign( linksWidth.negate() );
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linksPositions.element( firstLinkIndex.add( 2 ) ).xyz.assign( closestPos1 );
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linksPositions.element( firstLinkIndex.add( 2 ) ).y.addAssign( linksWidth.negate() );
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linksPositions.element( firstLinkIndex.add( 3 ) ).xyz.assign( closestPos1 );
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linksPositions.element( firstLinkIndex.add( 3 ) ).y.addAssign( linksWidth );
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// positions link 2
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linksPositions.element( secondLinkIndex ).xyz.assign( position );
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linksPositions.element( secondLinkIndex ).y.addAssign( linksWidth );
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linksPositions.element( secondLinkIndex.add( 1 ) ).xyz.assign( position );
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linksPositions.element( secondLinkIndex.add( 1 ) ).y.addAssign( linksWidth.negate() );
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linksPositions.element( secondLinkIndex.add( 2 ) ).xyz.assign( closestPos2 );
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linksPositions.element( secondLinkIndex.add( 2 ) ).y.addAssign( linksWidth.negate() );
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linksPositions.element( secondLinkIndex.add( 3 ) ).xyz.assign( closestPos2 );
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linksPositions.element( secondLinkIndex.add( 3 ) ).y.addAssign( linksWidth );
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// colors are the same for all vertices of both quads
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const linkColor = getInstanceColor( instanceIndex );
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// store the minimum lifetime of the closest particles in the w component of colors
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const l1 = max( 0.0, min( closestLife1, life ) ).pow( 0.8 ); // pow is here to apply a slight curve to the opacity
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const l2 = max( 0.0, min( closestLife2, life ) ).pow( 0.8 );
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Loop( 4, ( { i } ) => {
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linksColors.element( firstLinkIndex.add( i ) ).xyz.assign( linkColor );
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linksColors.element( firstLinkIndex.add( i ) ).w.assign( l1 );
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linksColors.element( secondLinkIndex.add( i ) ).xyz.assign( linkColor );
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linksColors.element( secondLinkIndex.add( i ) ).w.assign( l2 );
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} );
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} );
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} )().compute( nbParticles );
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spawnParticles = /*#__PURE__*/ Fn( () => {
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const particleIndex = spawnIndex.add( instanceIndex ).mod( nbParticles ).toInt();
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const position = particlePositions.element( particleIndex ).xyz;
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const life = particlePositions.element( particleIndex ).w;
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const velocity = particleVelocities.element( particleIndex ).xyz;
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life.assign( 1.0 ); // sets it alive
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// random spherical direction
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const rRange = float( 0.01 );
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const rTheta = hash( particleIndex ).mul( PI2 );
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const rPhi = hash( particleIndex.add( 1 ) ).mul( PI );
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const rx = sin( rTheta ).mul( cos( rPhi ) );
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const ry = sin( rTheta ).mul( sin( rPhi ) );
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const rz = cos( rTheta );
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const rDir = vec3( rx, ry, rz );
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// position is interpolated between the previous cursor position and the current one over the number of particles spawned
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const pos = mix( previousSpawnPosition, spawnPosition, instanceIndex.toFloat().div( nbToSpawn.sub( 1 ).toFloat() ).clamp() );
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position.assign( pos.add( rDir.mul( rRange ) ) );
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// start in that direction
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velocity.assign( rDir.mul( 5.0 ) );
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} )().compute( nbToSpawn.value );
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// background , an inverted icosahedron
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const backgroundGeom = new THREE.IcosahedronGeometry( 100, 5 ).applyMatrix4( new THREE.Matrix4().makeScale( - 1, 1, 1 ) );
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const backgroundMaterial = new THREE.MeshStandardNodeMaterial();
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backgroundMaterial.roughness = 0.4;
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backgroundMaterial.metalness = 0.9;
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backgroundMaterial.flatShading = true;
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backgroundMaterial.colorNode = color( 0x0 );
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const backgroundMesh = new THREE.Mesh( backgroundGeom, backgroundMaterial );
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scene.add( backgroundMesh );
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// light for the background
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light = new THREE.PointLight( 0xffffff, 3000 );
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scene.add( light );
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// post processing
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postProcessing = new THREE.PostProcessing( renderer );
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const scenePass = pass( scene, camera );
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const scenePassColor = scenePass.getTextureNode( 'output' );
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const bloomPass = bloom( scenePassColor, 0.75, 0.1, 0.5 );
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postProcessing.outputNode = scenePassColor.add( bloomPass );
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// controls
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controls = new OrbitControls( camera, renderer.domElement );
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controls.enableDamping = true;
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controls.autoRotate = true;
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controls.maxDistance = 75;
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window.addEventListener( 'resize', onWindowResize );
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// pointer handling
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window.addEventListener( 'pointermove', onPointerMove );
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// GUI
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const gui = new GUI();
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gui.add( controls, 'autoRotate' ).name( 'Auto Rotate' );
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gui.add( controls, 'autoRotateSpeed', - 10.0, 10.0, 0.01 ).name( 'Auto Rotate Speed' );
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const partFolder = gui.addFolder( 'Particles' );
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partFolder.add( timeScale, 'value', 0.0, 4.0, 0.01 ).name( 'timeScale' );
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partFolder.add( nbToSpawn, 'value', 1, 100, 1 ).name( 'Spawn rate' );
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partFolder.add( particleSize, 'value', 0.01, 3.0, 0.01 ).name( 'Size' );
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partFolder.add( particleLifetime, 'value', 0.01, 2.0, 0.01 ).name( 'Lifetime' );
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partFolder.add( linksWidth, 'value', 0.001, 0.1, 0.001 ).name( 'Links width' );
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partFolder.add( colorVariance, 'value', 0.0, 10.0, 0.01 ).name( 'Color variance' );
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partFolder.add( colorRotationSpeed, 'value', 0.0, 5.0, 0.01 ).name( 'Color rotation speed' );
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const turbFolder = gui.addFolder( 'Turbulence' );
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turbFolder.add( turbFriction, 'value', 0.0, 0.3, 0.01 ).name( 'Friction' );
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turbFolder.add( turbFrequency, 'value', 0.0, 1.0, 0.01 ).name( 'Frequency' );
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turbFolder.add( turbAmplitude, 'value', 0.0, 10.0, 0.01 ).name( 'Amplitude' );
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turbFolder.add( turbOctaves, 'value', 1, 9, 1 ).name( 'Octaves' );
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turbFolder.add( turbLacunarity, 'value', 1.0, 5.0, 0.01 ).name( 'Lacunarity' );
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turbFolder.add( turbGain, 'value', 0.0, 1.0, 0.01 ).name( 'Gain' );
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const bloomFolder = gui.addFolder( 'bloom' );
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bloomFolder.add( bloomPass.threshold, 'value', 0, 2.0, 0.01 ).name( 'Threshold' );
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bloomFolder.add( bloomPass.strength, 'value', 0, 10, 0.01 ).name( 'Strength' );
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bloomFolder.add( bloomPass.radius, 'value', 0, 1, 0.01 ).name( 'Radius' );
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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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function onPointerMove( e ) {
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screenPointer.x = ( e.clientX / window.innerWidth ) * 2 - 1;
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screenPointer.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
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}
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function updatePointer() {
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raycaster.setFromCamera( screenPointer, camera );
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raycaster.ray.intersectPlane( raycastPlane, scenePointer );
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}
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function animate() {
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timer.update();
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// compute particles
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renderer.compute( updateParticles );
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renderer.compute( spawnParticles );
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// update particle index for next spawn
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spawnIndex.value = ( spawnIndex.value + nbToSpawn.value ) % nbParticles;
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// update raycast plane to face camera
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raycastPlane.normal.applyEuler( camera.rotation );
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updatePointer();
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// lerping spawn position
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previousSpawnPosition.value.copy( spawnPosition.value );
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spawnPosition.value.lerp( scenePointer, 0.1 );
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// rotating colors
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colorOffset.value += timer.getDelta() * colorRotationSpeed.value * timeScale.value;
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const elapsedTime = timer.getElapsed();
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light.position.set(
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Math.sin( elapsedTime * 0.5 ) * 30,
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Math.cos( elapsedTime * 0.3 ) * 30,
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Math.sin( elapsedTime * 0.2 ) * 30,
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);
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controls.update();
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postProcessing.render();
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}
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</script>
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</body>
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</html>
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