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WebGPURenderer: Instance Sprite Example (#29503)
* WebGPURenderer: Introduce InstancedSprites * adapt the geometry accordingly to feedbacks * use instancedBufferAttribute approach instead * cleanup ---------
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<title>three.js webgpu - instance sprites</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> | ||
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<div id="info"> | ||
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - instance sprites | ||
</div> | ||
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<script type="importmap"> | ||
{ | ||
"imports": { | ||
"three": "../build/three.webgpu.js", | ||
"three/tsl": "../build/three.webgpu.js", | ||
"three/addons/": "./jsm/" | ||
} | ||
} | ||
</script> | ||
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<script type="module"> | ||
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import * as THREE from 'three'; | ||
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import Stats from 'three/addons/libs/stats.module.js'; | ||
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'; | ||
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import { uniform, timerGlobal, instanceIndex, instancedBufferAttribute } from 'three/tsl'; | ||
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let camera, scene, renderer, stats, material; | ||
let mouseX = 0, mouseY = 0; | ||
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let windowHalfX = window.innerWidth / 2; | ||
let windowHalfY = window.innerHeight / 2; | ||
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init(); | ||
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function init() { | ||
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camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 2, 2000 ); | ||
camera.position.z = 1000; | ||
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scene = new THREE.Scene(); | ||
scene.fog = new THREE.FogExp2( 0x000000, 0.001 ); | ||
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// positions | ||
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const count = 10000; | ||
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const positions = []; | ||
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for ( let i = 0; i < count; i ++ ) { | ||
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positions.push( 2000 * Math.random() - 1000, 2000 * Math.random() - 1000, 2000 * Math.random() - 1000 ); | ||
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} | ||
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const positionAttribute = new THREE.InstancedBufferAttribute( new Float32Array( positions ), 3 ); | ||
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// texture | ||
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const map = new THREE.TextureLoader().load( 'textures/sprites/snowflake1.png' ); | ||
map.colorSpace = THREE.SRGBColorSpace; | ||
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// material | ||
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const timer = timerGlobal(); | ||
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material = new THREE.SpriteNodeMaterial( { sizeAttenuation: true, map, alphaMap: map, alphaTest: 0.1, transparent: true } ); | ||
material.color.setHSL( 1.0, 0.3, 0.7, THREE.SRGBColorSpace ); | ||
material.positionNode = instancedBufferAttribute( positionAttribute ); | ||
material.rotationNode = timer.add( instanceIndex ).sin(); | ||
material.scaleNode = uniform( 15 ); | ||
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// sprites | ||
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const particles = new THREE.Sprite( material ); | ||
particles.count = count; | ||
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scene.add( particles ); | ||
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// | ||
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renderer = new THREE.WebGPURenderer(); | ||
renderer.setPixelRatio( window.devicePixelRatio ); | ||
renderer.setSize( window.innerWidth, window.innerHeight ); | ||
renderer.setAnimationLoop( animate ); | ||
document.body.appendChild( renderer.domElement ); | ||
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// | ||
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stats = new Stats(); | ||
document.body.appendChild( stats.dom ); | ||
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// | ||
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const gui = new GUI(); | ||
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gui.add( material, 'sizeAttenuation' ).onChange( function () { | ||
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material.needsUpdate = true; | ||
material.scaleNode.value = material.sizeAttenuation ? 15 : 0.03; | ||
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} ); | ||
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gui.open(); | ||
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// | ||
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document.body.style.touchAction = 'none'; | ||
document.body.addEventListener( 'pointermove', onPointerMove ); | ||
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// | ||
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window.addEventListener( 'resize', onWindowResize ); | ||
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} | ||
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function onWindowResize() { | ||
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windowHalfX = window.innerWidth / 2; | ||
windowHalfY = window.innerHeight / 2; | ||
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camera.aspect = window.innerWidth / window.innerHeight; | ||
camera.updateProjectionMatrix(); | ||
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renderer.setSize( window.innerWidth, window.innerHeight ); | ||
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} | ||
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function onPointerMove( event ) { | ||
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if ( event.isPrimary === false ) return; | ||
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mouseX = event.clientX - windowHalfX; | ||
mouseY = event.clientY - windowHalfY; | ||
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} | ||
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// | ||
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function animate() { | ||
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render(); | ||
stats.update(); | ||
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} | ||
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function render() { | ||
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const time = Date.now() * 0.00005; | ||
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camera.position.x += ( mouseX - camera.position.x ) * 0.05; | ||
camera.position.y += ( - mouseY - camera.position.y ) * 0.05; | ||
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camera.lookAt( scene.position ); | ||
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const h = ( 360 * ( 1.0 + time ) % 360 ) / 360; | ||
material.color.setHSL( h, 0.5, 0.5 ); | ||
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renderer.render( scene, camera ); | ||
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} | ||
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</script> | ||
</body> | ||
</html> |
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