3d-viewer/app/three/main-webgpu.ts
2025-02-26 09:46:13 +01:00

195 lines
5.4 KiB
TypeScript

import * as THREE from "three";
import {
positionGeometry,
cameraProjectionMatrix,
modelViewProjection,
modelScale,
positionView,
modelViewMatrix,
storage,
attribute,
float,
timerLocal,
uniform,
tslFn,
vec3,
vec4,
rotate,
PI2,
sin,
cos,
instanceIndex,
negate,
texture,
uv,
vec2,
positionLocal,
int,
Fn,
} from "three/tsl";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import GUI from "three/addons/libs/lil-gui.module.min.js";
let camera: THREE.PerspectiveCamera;
let scene: THREE.Scene;
let mesh: THREE.Mesh;
//@ts-ignore
let renderer: THREE.WebGPURenderer;
init();
function init() {
camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
0.1,
100
);
camera.position.z = 15;
scene = new THREE.Scene();
const instanceCount = 80;
const numCircles = 4;
const meshesPerCircle = instanceCount / numCircles;
const geometry = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const texture = new THREE.TextureLoader().load("textures/crate.gif");
texture.colorSpace = THREE.SRGBColorSpace;
// @ts-ignore
const material = new THREE.MeshStandardNodeMaterial({ map: texture });
const effectController = {
uCircleRadius: uniform(1.0),
uCircleSpeed: uniform(0.5),
uSeparationStart: uniform(1.0),
uSeparationEnd: uniform(2.0),
uCircleBounce: uniform(0.02),
};
const positionTSL = Fn(() => {
// Destructure uniforms
const {
uCircleRadius,
uCircleSpeed,
uSeparationStart,
uSeparationEnd,
uCircleBounce,
} = effectController;
// Access the time elapsed since shader creation.
const time = timerLocal();
const circleSpeed = time.mul(uCircleSpeed);
// Index of a cube within its respective circle.
const instanceWithinCircle = instanceIndex.modInt(meshesPerCircle);
// Index of the circle that the cube mesh belongs to.
const circleIndex = instanceIndex.div(meshesPerCircle).add(1);
// Circle Index Even = 1, Circle Index Odd = -1.
const evenOdd = circleIndex.modInt(2).mul(2).oneMinus();
// Increase radius when we enter the next circle.
const circleRadius = uCircleRadius.mul(circleIndex);
// Normalize instanceWithinCircle to range [0, 2*PI].
const angle = float(instanceWithinCircle)
.div(meshesPerCircle)
.mul(PI2)
.add(circleSpeed);
// Rotate even and odd circles in opposite directions.
const circleX = sin(angle).mul(circleRadius).mul(evenOdd);
const circleY = cos(angle).mul(circleRadius);
// Scale cubes in later concentric circles to be larger.
const scalePosition = positionLocal.mul(circleIndex);
// Rotate the individual cubes that form the concentric circles.
const rotatePosition = rotate(scalePosition, vec3(time, time, time));
// Control how much the circles bounce vertically.
const bounceOffset = cos(time.mul(10)).mul(uCircleBounce);
// Bounce odd and even circles in opposite directions.
const bounce = circleIndex
.modInt(2)
.equal(0)
.cond(bounceOffset, negate(bounceOffset));
// Distance between minimumn and maximumn z-distance between circles.
const separationDistance = uSeparationEnd.sub(uSeparationStart);
// Move sin into range of 0 to 1.
const sinRange = sin(time).add(1).mul(0.5);
// Make circle separation oscillate in a range of separationStart to separationEnd
const separation = uSeparationStart.add(sinRange.mul(separationDistance));
// Y pos offset by bounce. Z-distance from the origin increases with each circle.
const newPosition = rotatePosition.add(
vec3(circleX, circleY.add(bounce), float(circleIndex).mul(separation))
);
return newPosition;
});
material.positionNode = positionTSL();
//material.colorNode = texture( crateTexture, uv().add( vec2( timerLocal(), negate( timerLocal()) ) ));
const r = sin(timerLocal().add(instanceIndex));
const g = cos(timerLocal().add(instanceIndex));
const b = sin(timerLocal());
material.fragmentNode = vec4(r, g, b, 1.0);
mesh = new THREE.InstancedMesh(geometry, material, instanceCount);
scene.add(mesh);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 3, -7.5);
scene.add(directionalLight);
// @ts-ignore
renderer = new THREE.WebGPURenderer({ antialias: false });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
document.body.appendChild(renderer.domElement);
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 1;
controls.maxDistance = 30;
const gui = new GUI();
gui
.add(effectController.uCircleRadius, "value", 0.1, 3.0, 0.1)
.name("Circle Radius");
gui
.add(effectController.uCircleSpeed, "value", 0.1, 3.0, 0.1)
.name("Circle Speed");
gui
.add(effectController.uSeparationStart, "value", 0.5, 4, 0.1)
.name("Separation Start");
gui
.add(effectController.uSeparationEnd, "value", 1.0, 5.0, 0.1)
.name("Separation End");
gui
.add(effectController.uCircleBounce, "value", 0.01, 0.2, 0.001)
.name("Circle Bounce");
window.addEventListener("resize", onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
renderer.render(scene, camera);
}