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earthquake_3d_viewer_front/three/examples/webgpu_compute_geometry.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - compute geometry</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 webgpu</a> - compute geometry
</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 { vec4, storage, Fn, If, uniform, instanceIndex, objectWorldMatrix, color, screenUV, attribute } from 'three/tsl';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer;
let raycaster, pointer;
let stats;
let mesh;
const pointerPosition = uniform( vec4( 0 ) );
const elasticity = uniform( .4 ); // elasticity ( how "strong" the spring is )
const damping = uniform( .94 ); // damping factor ( energy loss )
const brushSize = uniform( .25 );
const brushStrength = uniform( .22 );
init();
const jelly = Fn( ( { renderer, geometry, object } ) => {
const count = geometry.attributes.position.count;
// Create storage buffer attribute for modified position.
const positionBaseAttribute = geometry.attributes.position;
const positionStorageBufferAttribute = new THREE.StorageBufferAttribute( count, 3 );
const speedBufferAttribute = new THREE.StorageBufferAttribute( count, 3 );
geometry.setAttribute( 'storagePosition', positionStorageBufferAttribute );
// Attributes
const positionAttribute = storage( positionBaseAttribute, 'vec3', count );
const positionStorageAttribute = storage( positionStorageBufferAttribute, 'vec3', count );
const speedAttribute = storage( speedBufferAttribute, 'vec3', count );
// Vectors
// Base vec3 position of the mesh vertices.
const basePosition = positionAttribute.element( instanceIndex );
// Mesh vertices after compute modification.
const currentPosition = positionStorageAttribute.element( instanceIndex );
// Speed of each mesh vertex.
const currentSpeed = speedAttribute.element( instanceIndex );
//
const computeInit = Fn( () => {
// Modified storage position starts out the same as the base position.
currentPosition.assign( basePosition );
} )().compute( count );
//
const computeUpdate = Fn( () => {
// pinch
If( pointerPosition.w.equal( 1 ), () => {
const worldPosition = objectWorldMatrix( object ).mul( currentPosition );
const dist = worldPosition.distance( pointerPosition.xyz );
const direction = pointerPosition.xyz.sub( worldPosition ).normalize();
const power = brushSize.sub( dist ).max( 0 ).mul( brushStrength );
currentPosition.addAssign( direction.mul( power ) );
} );
// compute ( jelly )
const distance = basePosition.distance( currentPosition );
const force = elasticity.mul( distance ).mul( basePosition.sub( currentPosition ) );
currentSpeed.addAssign( force );
currentSpeed.mulAssign( damping );
currentPosition.addAssign( currentSpeed );
} )().compute( count );
// initialize the storage buffer with the base position
computeUpdate.onInit( () => renderer.compute( computeInit ) );
//
return computeUpdate;
} );
function init() {
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
camera.position.set( 0, 0, 1 );
scene = new THREE.Scene();
raycaster = new THREE.Raycaster();
pointer = new THREE.Vector2();
// background
const bgColor = screenUV.y.mix( color( 0x9f87f7 ), color( 0xf2cdcd ) );
const bgVignette = screenUV.distance( .5 ).remapClamp( 0.3, .8 ).oneMinus();
const bgIntensity = 4;
scene.backgroundNode = bgColor.mul( bgVignette.mul( color( 0xa78ff6 ).mul( bgIntensity ) ) );
// model
new GLTFLoader().load( 'models/gltf/LeePerrySmith/LeePerrySmith.glb', function ( gltf ) {
// create jelly effect material
const material = new THREE.MeshNormalNodeMaterial();
material.geometryNode = jelly();
material.positionNode = attribute( 'storagePosition' );
// apply the material to the mesh
mesh = gltf.scene.children[ 0 ];
mesh.scale.setScalar( .1 );
mesh.material = material;
scene.add( mesh );
} );
// renderer
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = .7;
controls.maxDistance = 2;
const gui = new GUI();
gui.add( elasticity, 'value', 0, .5 ).name( 'elasticity' );
gui.add( damping, 'value', .9, .98 ).name( 'damping' );
gui.add( brushSize, 'value', .1, .5 ).name( 'brush size' );
gui.add( brushStrength, 'value', .1, .3 ).name( 'brush strength' );
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
window.addEventListener( 'pointermove', onPointerMove );
}
function onPointerMove( event ) {
pointer.set( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1 );
raycaster.setFromCamera( pointer, camera );
const intersects = raycaster.intersectObject( scene );
if ( intersects.length > 0 ) {
const intersect = intersects[ 0 ];
pointerPosition.value.copy( intersect.point );
pointerPosition.value.w = 1; // enable
} else {
pointerPosition.value.w = 0; // disable
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
async function animate() {
stats.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>