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earthquake_3d_viewer_front/three/examples/webgpu_compute_texture_ping...

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<html lang="en">
<head>
<title>three.js - WebGPU - Compute Ping/Pong Texture</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 - Compute Ping/Pong Texture
</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 { storageTexture, wgslFn, code, instanceIndex, uniform, NodeAccess } from 'three/tsl';
import WebGPU from 'three/addons/capabilities/WebGPU.js';
let camera, scene, renderer;
let computeInitNode, computeToPing, computeToPong;
let pingTexture, pongTexture;
let material;
let phase = true;
let lastUpdate = - 1;
const seed = uniform( new THREE.Vector2() );
init();
function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw new Error( 'No WebGPU support' );
}
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( - aspect, aspect, 1, - 1, 0, 2 );
camera.position.z = 1;
scene = new THREE.Scene();
// texture
const hdr = true;
const width = 512, height = 512;
pingTexture = new THREE.StorageTexture( width, height );
pongTexture = new THREE.StorageTexture( width, height );
if ( hdr ) {
pingTexture.type = THREE.HalfFloatType;
pongTexture.type = THREE.HalfFloatType;
}
const wgslFormat = hdr ? 'rgba16float' : 'rgba8unorm';
const readPing = storageTexture( pingTexture ).setAccess( NodeAccess.READ_ONLY );
const writePing = storageTexture( pingTexture ).setAccess( NodeAccess.WRITE_ONLY );
const readPong = storageTexture( pongTexture ).setAccess( NodeAccess.READ_ONLY );
const writePong = storageTexture( pongTexture ).setAccess( NodeAccess.WRITE_ONLY );
// compute init
const rand2 = code( `
fn rand2( n: vec2f ) -> f32 {
return fract( sin( dot( n, vec2f( 12.9898, 4.1414 ) ) ) * 43758.5453 );
}
fn blur( image : texture_storage_2d<${wgslFormat}, read>, uv : vec2i ) -> vec4f {
var color = vec4f( 0.0 );
color += textureLoad( image, uv + vec2i( - 1, 1 ));
color += textureLoad( image, uv + vec2i( - 1, - 1 ));
color += textureLoad( image, uv + vec2i( 0, 0 ));
color += textureLoad( image, uv + vec2i( 1, - 1 ));
color += textureLoad( image, uv + vec2i( 1, 1 ));
return color / 5.0;
}
fn getUV( posX: u32, posY: u32 ) -> vec2f {
let uv = vec2f( f32( posX ) / ${ width }.0, f32( posY ) / ${ height }.0 );
return uv;
}
` );
const computeInitWGSL = wgslFn( `
fn computeInitWGSL( writeTex: texture_storage_2d<${ wgslFormat }, write>, index: u32, seed: vec2f ) -> void {
let posX = index % ${ width };
let posY = index / ${ width };
let indexUV = vec2u( posX, posY );
let uv = getUV( posX, posY );
let r = rand2( uv + seed * 100 ) - rand2( uv + seed * 300 );
let g = rand2( uv + seed * 200 ) - rand2( uv + seed * 300 );
let b = rand2( uv + seed * 200 ) - rand2( uv + seed * 100 );
textureStore( writeTex, indexUV, vec4( r, g, b, 1 ) );
}
`, [ rand2 ] );
computeInitNode = computeInitWGSL( { writeTex: storageTexture( pingTexture ), index: instanceIndex, seed } ).compute( width * height );
// compute loop
const computePingPongWGSL = wgslFn( `
fn computePingPongWGSL( readTex: texture_storage_2d<${wgslFormat}, read>, writeTex: texture_storage_2d<${ wgslFormat }, write>, index: u32 ) -> void {
let posX = index % ${ width };
let posY = index / ${ width };
let indexUV = vec2i( i32( posX ), i32( posY ) );
let color = blur( readTex, indexUV ).rgb;
textureStore( writeTex, indexUV, vec4f( color * 1.05, 1 ) );
}
`, [ rand2 ] );
//
computeToPong = computePingPongWGSL( { readTex: readPing, writeTex: writePong, index: instanceIndex } ).compute( width * height );
computeToPing = computePingPongWGSL( { readTex: readPong, writeTex: writePing, index: instanceIndex } ).compute( width * height );
//
material = new THREE.MeshBasicMaterial( { color: 0xffffff, map: pongTexture } );
const plane = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), material );
scene.add( plane );
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( render );
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
// compute init
renderer.computeAsync( computeInitNode );
}
function onWindowResize() {
renderer.setSize( window.innerWidth, window.innerHeight );
const aspect = window.innerWidth / window.innerHeight;
const frustumHeight = camera.top - camera.bottom;
camera.left = - frustumHeight * aspect / 2;
camera.right = frustumHeight * aspect / 2;
camera.updateProjectionMatrix();
}
function render() {
const time = performance.now();
const seconds = Math.floor( time / 1000 );
// reset every second
if ( phase && seconds !== lastUpdate ) {
seed.value.set( Math.random(), Math.random() );
renderer.compute( computeInitNode );
lastUpdate = seconds;
}
// compute step
renderer.compute( phase ? computeToPong : computeToPing );
material.map = phase ? pongTexture : pingTexture;
phase = ! phase;
// render step
// update material texture node
renderer.render( scene, camera );
}
</script>
</body>
</html>