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					178 lines
				
				5.3 KiB
			
		
		
			
		
	
	
					178 lines
				
				5.3 KiB
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											3 years ago
										 
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								<html lang="en">
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									<head>
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										<title>three.js - WebGPU - 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</a> WebGPU - Particles
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										</div>
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/",
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													"three/nodes": "./jsm/nodes/Nodes.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 * as Nodes from 'three/nodes';
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											import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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											import { range, texture, mix, uv, mul, mod, rotateUV, color, max, min, div, clamp, positionWorld, invert, timerLocal } from 'three/nodes';
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											import WebGPU from 'three/addons/capabilities/WebGPU.js';
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											import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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											import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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											let camera, scene, renderer;
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											let controls;
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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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												const { innerWidth, innerHeight } = window;
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												camera = new THREE.PerspectiveCamera( 60, innerWidth / innerHeight, 1, 5000 );
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												camera.position.set( 1300, 500, 0 );
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												scene = new THREE.Scene();
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												//scene.fogNode = new Nodes.FogRangeNode( Nodes.color( 0x0000ff ), Nodes.float( 1500 ), Nodes.float( 2100 )  );
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												// textures
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												const textureLoader = new THREE.TextureLoader();
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												const map = textureLoader.load( 'textures/opengameart/smoke1.png' );
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												// create nodes
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												const lifeRange = range( .1, 1 );
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												const offsetRange = range( new THREE.Vector3( - 2, 3, - 2 ), new THREE.Vector3( 2, 5, 2 ) );
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												const timer = timerLocal( .2, 1/*100000*/ ); // @TODO: need to work with 64-bit precision
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												const lifeTime = mod( mul( timer, lifeRange ), 1 );
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												const scaleRange = range( .3, 2 );
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												const rotateRange = range( .1, 4 );
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												const life = div( lifeTime, lifeRange );
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												const fakeLightEffect = max( .2, invert( positionWorld.y ) );
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												const textureNode = texture( map, rotateUV( uv(), mul( timer, rotateRange ) ) );
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												const opacityNode = mul( textureNode.a, invert( life ) );
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												const smokeColor = mix( color( 0x2c1501 ), color( 0x222222 ), clamp( mul( positionWorld.y, 3 ) ) );
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												// create particles
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												const smokeNodeMaterial = new Nodes.SpriteNodeMaterial();
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												smokeNodeMaterial.colorNode = mul( mix( color( 0xf27d0c ), smokeColor, min( mul( life, 2.5 ), 1 ) ), fakeLightEffect );
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												smokeNodeMaterial.opacityNode = opacityNode;
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												smokeNodeMaterial.positionNode = mul( offsetRange, lifeTime );
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												smokeNodeMaterial.scaleNode = mul( scaleRange, max( .3, lifeTime ) );
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												smokeNodeMaterial.depthWrite = false;
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												smokeNodeMaterial.transparent = true;
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												const smokeInstancedSprite = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), smokeNodeMaterial );
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												smokeInstancedSprite.scale.setScalar( 400 );
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												smokeInstancedSprite.isInstancedMesh = true;
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												smokeInstancedSprite.count = 2000;
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												scene.add( smokeInstancedSprite );
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												//
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												const fireNodeMaterial = new Nodes.SpriteNodeMaterial();
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												fireNodeMaterial.colorNode = mix( color( 0xb72f17 ), color( 0xb72f17 ), life );
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												fireNodeMaterial.positionNode = mul( range( new THREE.Vector3( - 1, 1, - 1 ), new THREE.Vector3( 1, 2, 1 ) ), lifeTime );
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												fireNodeMaterial.scaleNode = smokeNodeMaterial.scaleNode;
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												fireNodeMaterial.opacityNode = opacityNode;
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												fireNodeMaterial.blending = THREE.AdditiveBlending;
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												fireNodeMaterial.transparent = true;
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												fireNodeMaterial.depthWrite = false;
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												const fireInstancedSprite = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), fireNodeMaterial );
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												fireInstancedSprite.scale.setScalar( 400 );
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												fireInstancedSprite.isInstancedMesh = true;
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												fireInstancedSprite.count = 100;
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												fireInstancedSprite.position.y = - 100;
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												fireInstancedSprite.renderOrder = 1;
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												scene.add( fireInstancedSprite );
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												//
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												const helper = new THREE.GridHelper( 3000, 40, 0x303030, 0x303030 );
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												helper.material.colorNode = new Nodes.AttributeNode( 'color' );
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												helper.position.y = - 75;
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												scene.add( helper );
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												//
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												renderer = new WebGPURenderer();
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												renderer.setAnimationLoop( render );
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												document.body.appendChild( renderer.domElement );
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												//
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												controls = new OrbitControls( camera, renderer.domElement );
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												controls.maxDistance = 2700;
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												controls.target.set( 0, 500, 0 );
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												controls.update();
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												//
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												window.addEventListener( 'resize', onWindowResize );
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												// gui
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												const gui = new GUI();
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												gui.add( timer, 'scale', 0, 1, 0.01 ).name( 'speed' );
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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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											function render() {
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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