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earthquake_3d_viewer_front/three/examples/webgpu_instance_points.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - points instanced</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="container"></div>
<div id="info"><a href="https://threejs.org" target="_blank">three.js</a> webgpu - instanced points</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 { color, storage, Fn, instancedBufferAttribute, instanceIndex, sin, time, float, uniform, shapeCircle, mix, vec3 } from 'three/tsl';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import * as GeometryUtils from 'three/addons/utils/GeometryUtils.js';
let renderer, scene, camera, camera2, controls, backgroundNode;
let material;
let stats;
let gui;
let effectController;
// viewport
let insetWidth;
let insetHeight;
// compute
let computeSize;
init();
async function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( - 40, 0, 60 );
camera2 = new THREE.PerspectiveCamera( 40, 1, 1, 1000 );
camera2.position.copy( camera.position );
backgroundNode = color( 0x222222 );
effectController = {
pulseSpeed: uniform( 6 ),
minWidth: uniform( 6 ),
maxWidth: uniform( 20 ),
alphaToCoverage: true
};
// Position and THREE.Color Data
const points = GeometryUtils.hilbert3D( new THREE.Vector3( 0, 0, 0 ), 20.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 );
const spline = new THREE.CatmullRomCurve3( points );
const divisions = Math.round( 4 * points.length );
const point = new THREE.Vector3();
const pointColor = new THREE.Color();
const positions = [];
const colors = [];
const sizes = new Float32Array( divisions );
for ( let i = 0, l = divisions; i < l; i ++ ) {
const t = i / l;
spline.getPoint( t, point );
positions.push( point.x, point.y, point.z );
pointColor.setHSL( t, 1.0, 0.5, THREE.SRGBColorSpace );
colors.push( pointColor.r, pointColor.g, pointColor.b );
sizes[ i ] = 10.0;
}
// Instanced Points
const positionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( positions ), 3 );
const colorsAttribute = new THREE.InstancedBufferAttribute( new Float32Array( colors ), 3 );
const instanceSizeBufferAttribute = new THREE.StorageInstancedBufferAttribute( sizes, 1 );
const instanceSizeStorage = storage( instanceSizeBufferAttribute, 'float', instanceSizeBufferAttribute.count );
computeSize = Fn( () => {
const { pulseSpeed, minWidth, maxWidth } = effectController;
const relativeTime = time.add( float( instanceIndex ) );
const sizeFactor = sin( relativeTime.mul( pulseSpeed ) ).add( 1 ).div( 2 );
instanceSizeStorage.element( instanceIndex ).assign( sizeFactor.mul( maxWidth.sub( minWidth ) ).add( minWidth ) );
} )().compute( divisions );
// Material / Sprites
const attributeRange = instancedBufferAttribute( instanceSizeBufferAttribute );
const pointColors = mix( vec3( 0.0 ), instancedBufferAttribute( colorsAttribute ), attributeRange.div( float( effectController.maxWidth ) ) );
material = new THREE.PointsNodeMaterial( {
colorNode: pointColors,
opacityNode: shapeCircle(),
positionNode: instancedBufferAttribute( positionAttribute ),
// rotationNode: time,
sizeNode: instancedBufferAttribute( instanceSizeBufferAttribute ),
// size: 40, // in pixels units
vertexColors: true,
sizeAttenuation: false,
alphaToCoverage: true
} );
const instancedPoints = new THREE.Sprite( material );
instancedPoints.count = divisions;
scene.add( instancedPoints );
// Renderer / Controls
renderer = new THREE.WebGPURenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
//renderer.logarithmicDepthBuffer = true;
document.body.appendChild( renderer.domElement );
controls = new OrbitControls( camera, renderer.domElement );
controls.enableDamping = true;
controls.minDistance = 10;
controls.maxDistance = 500;
window.addEventListener( 'resize', onWindowResize );
onWindowResize();
// GUI
stats = new Stats();
document.body.appendChild( stats.dom );
gui = new GUI();
gui.add( effectController, 'alphaToCoverage' ).onChange( function ( val ) {
material.alphaToCoverage = val;
} );
gui.add( effectController.minWidth, 'value', 1, 30, 1 ).name( 'minWidth' );
gui.add( effectController.maxWidth, 'value', 2, 30, 1 ).name( 'maxWidth' );
gui.add( effectController.pulseSpeed, 'value', 1, 20, 0.1 ).name( 'pulseSpeed' );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
insetWidth = window.innerHeight / 4; // square
insetHeight = window.innerHeight / 4;
camera2.aspect = insetWidth / insetHeight;
camera2.updateProjectionMatrix();
}
function animate() {
stats.update();
// compute
renderer.compute( computeSize );
// main scene
renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
controls.update();
renderer.autoClear = true;
scene.backgroundNode = null;
renderer.render( scene, camera );
// inset scene
const posY = window.innerHeight - insetHeight - 20;
renderer.clearDepth(); // important!
renderer.setScissorTest( true );
renderer.setScissor( 20, posY, insetWidth, insetHeight );
renderer.setViewport( 20, posY, insetWidth, insetHeight );
camera2.position.copy( camera.position );
camera2.quaternion.copy( camera.quaternion );
renderer.autoClear = false;
scene.backgroundNode = backgroundNode;
renderer.render( scene, camera2 );
renderer.setScissorTest( false );
}
//
</script>
</body>
</html>