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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - WebGPU - Instance Uniform</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 - Instance Uniform
</div>
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",
"three/nodes": "./jsm/nodes/Nodes.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { MeshStandardNodeMaterial, NodeUpdateType, Node, uniform, attribute, cubeTexture, add, mul } from 'three/nodes';
import WebGPU from 'three/addons/capabilities/WebGPU.js';
import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
import Stats from 'three/addons/libs/stats.module.js';
class InstanceUniformNode extends Node {
constructor() {
super( 'vec3' );
this.updateType = NodeUpdateType.OBJECT;
this.uniformNode = uniform( new THREE.Color() );
}
update( frame ) {
const mesh = frame.object;
const meshColor = mesh.color;
this.uniformNode.value.copy( meshColor );
}
generate( builder, output ) {
return this.uniformNode.build( builder, output );
}
}
let stats;
let camera, scene, renderer;
let controls;
const objects = [];
init();
function init() {
if ( WebGPU.isAvailable() === false ) {
document.body.appendChild( WebGPU.getErrorMessage() );
throw new Error( 'No WebGPU support' );
}
const container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
camera.position.set( 0, 200, 1200 );
scene = new THREE.Scene();
// Grid
const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
helper.material.colorNode = attribute( 'color' );
helper.position.y = - 75;
scene.add( helper );
// CubeMap
const path = 'textures/cube/SwedishRoyalCastle/';
const format = '.jpg';
const urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
const cTexture = new THREE.CubeTextureLoader().load( urls );
// Materials
const instanceUniform = new InstanceUniformNode();
const cubeTextureNode = cubeTexture( cTexture );
const material = new MeshStandardNodeMaterial();
material.colorNode = add( instanceUniform, cubeTextureNode );
material.emissiveNode = mul( instanceUniform, cubeTextureNode );
// Geometry
const geometry = new TeapotGeometry( 50, 18 );
for ( let i = 0, l = 12; i < l; i ++ ) {
addMesh( geometry, material );
}
//
renderer = new WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
container.appendChild( renderer.domElement );
//
controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 400;
controls.maxDistance = 2000;
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function addMesh( geometry, material ) {
const mesh = new THREE.Mesh( geometry, material );
mesh.color = new THREE.Color( Math.random() * 0xffffff );
mesh.position.x = ( objects.length % 4 ) * 200 - 300;
mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
mesh.rotation.x = Math.random() * 200 - 100;
mesh.rotation.y = Math.random() * 200 - 100;
mesh.rotation.z = Math.random() * 200 - 100;
objects.push( mesh );
scene.add( mesh );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
for ( let i = 0, l = objects.length; i < l; i ++ ) {
const object = objects[ i ];
object.rotation.x += 0.01;
object.rotation.y += 0.005;
}
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>