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212 lines
4.7 KiB
212 lines
4.7 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js - WebGPU - Instance Uniform</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 - Instance Uniform
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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 { MeshStandardNodeMaterial, NodeUpdateType, Node, uniform, attribute, cubeTexture, add, mul } 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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import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
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import Stats from 'three/addons/libs/stats.module.js';
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class InstanceUniformNode extends Node {
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constructor() {
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super( 'vec3' );
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this.updateType = NodeUpdateType.OBJECT;
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this.uniformNode = uniform( new THREE.Color() );
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}
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update( frame ) {
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const mesh = frame.object;
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const meshColor = mesh.color;
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this.uniformNode.value.copy( meshColor );
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}
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generate( builder, output ) {
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return this.uniformNode.build( builder, output );
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}
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}
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let stats;
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let camera, scene, renderer;
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let controls;
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const objects = [];
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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 container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
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camera.position.set( 0, 200, 1200 );
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scene = new THREE.Scene();
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// Grid
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const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
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helper.material.colorNode = attribute( 'color' );
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helper.position.y = - 75;
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scene.add( helper );
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// CubeMap
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const path = 'textures/cube/SwedishRoyalCastle/';
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const format = '.jpg';
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const urls = [
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path + 'px' + format, path + 'nx' + format,
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path + 'py' + format, path + 'ny' + format,
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path + 'pz' + format, path + 'nz' + format
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];
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const cTexture = new THREE.CubeTextureLoader().load( urls );
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// Materials
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const instanceUniform = new InstanceUniformNode();
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const cubeTextureNode = cubeTexture( cTexture );
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const material = new MeshStandardNodeMaterial();
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material.colorNode = add( instanceUniform, cubeTextureNode );
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material.emissiveNode = mul( instanceUniform, cubeTextureNode );
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// Geometry
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const geometry = new TeapotGeometry( 50, 18 );
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for ( let i = 0, l = 12; i < l; i ++ ) {
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addMesh( geometry, material );
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}
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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( animate );
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container.appendChild( renderer.domElement );
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//
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controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 400;
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controls.maxDistance = 2000;
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//
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stats = new Stats();
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container.appendChild( stats.dom );
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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function addMesh( geometry, material ) {
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const mesh = new THREE.Mesh( geometry, material );
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mesh.color = new THREE.Color( Math.random() * 0xffffff );
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mesh.position.x = ( objects.length % 4 ) * 200 - 300;
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mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
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mesh.rotation.x = Math.random() * 200 - 100;
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mesh.rotation.y = Math.random() * 200 - 100;
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mesh.rotation.z = Math.random() * 200 - 100;
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objects.push( mesh );
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scene.add( mesh );
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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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//
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function animate() {
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for ( let i = 0, l = objects.length; i < l; i ++ ) {
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const object = objects[ i ];
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object.rotation.x += 0.01;
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object.rotation.y += 0.005;
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}
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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