Docker
- Update three in static file
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<html lang="en">
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<head>
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<title>three.js webgpu - sandbox</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 - sandbox
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/tsl": "../build/three.webgpu.js",
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"three/debug": "../src/Three.WebGPU.js",
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"three/addons/": "./jsm/"
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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 '/static/three/build/three.module.js';
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import { timerLocal, vec2, uv, texture, mix, checker, normalLocal, positionLocal, color, oscSine, attribute } from 'three/tsl';
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import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
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let camera, scene, renderer;
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let box;
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init();
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async function init() {
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
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camera.position.z = 4;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0x222222 );
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//
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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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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document.body.appendChild( renderer.domElement );
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// textures
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const textureLoader = new THREE.TextureLoader();
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const uvTexture = textureLoader.load( './textures/uv_grid_opengl.jpg' );
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uvTexture.wrapS = THREE.RepeatWrapping;
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uvTexture.wrapT = THREE.RepeatWrapping;
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uvTexture.name = 'uv_grid';
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const textureDisplace = textureLoader.load( './textures/transition/transition1.png' );
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textureDisplace.wrapS = THREE.RepeatWrapping;
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textureDisplace.wrapT = THREE.RepeatWrapping;
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const ktxLoader = await new KTX2Loader()
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.setTranscoderPath( 'jsm/libs/basis/' )
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.detectSupportAsync( renderer );
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const ktxTexture = await ktxLoader.loadAsync( './textures/compressed/sample_uastc_zstd.ktx2' );
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// box mesh
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const geometryBox = new THREE.BoxGeometry();
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const materialBox = new THREE.MeshBasicNodeMaterial();
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// birection speed
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const timerScaleNode = timerLocal().mul( vec2( - 0.5, 0.1 ) );
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const animateUV = uv().add( timerScaleNode );
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const textureNode = texture( uvTexture, animateUV );
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materialBox.colorNode = mix( textureNode, checker( animateUV ), 0.5 );
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// test uv 2
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//geometryBox.setAttribute( 'uv1', geometryBox.getAttribute( 'uv' ) );
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//materialBox.colorNode = texture( uvTexture, uv( 1 ) );
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box = new THREE.Mesh( geometryBox, materialBox );
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box.position.set( 0, 1, 0 );
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scene.add( box );
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// displace example
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const geometrySphere = new THREE.SphereGeometry( .5, 64, 64 );
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const materialSphere = new THREE.MeshBasicNodeMaterial();
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const displaceY = texture( textureDisplace ).x.mul( 0.25 );
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const displace = normalLocal.mul( displaceY );
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materialSphere.colorNode = displaceY;
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materialSphere.positionNode = positionLocal.add( displace );
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const sphere = new THREE.Mesh( geometrySphere, materialSphere );
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sphere.position.set( - 2, - 1, 0 );
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scene.add( sphere );
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// data texture
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const geometryPlane = new THREE.PlaneGeometry();
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const materialPlane = new THREE.MeshBasicNodeMaterial();
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materialPlane.colorNode = texture( createDataTexture() ).add( color( 0x0000FF ) );
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materialPlane.transparent = true;
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const plane = new THREE.Mesh( geometryPlane, materialPlane );
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plane.position.set( 0, - 1, 0 );
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scene.add( plane );
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// compressed texture
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const materialCompressed = new THREE.MeshBasicNodeMaterial();
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materialCompressed.colorNode = texture( ktxTexture );
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materialCompressed.emissiveNode = oscSine().mix( color( 0x663300 ), color( 0x0000FF ) );
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materialCompressed.alphaTestNode = oscSine();
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materialCompressed.transparent = true;
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const geo = flipY( new THREE.PlaneGeometry() );
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const planeCompressed = new THREE.Mesh( geo, materialCompressed );
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planeCompressed.position.set( - 2, 1, 0 );
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scene.add( planeCompressed );
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// points
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const points = [];
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for ( let i = 0; i < 1000; i ++ ) {
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const point = new THREE.Vector3().random().subScalar( 0.5 );
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points.push( point );
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}
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const geometryPoints = new THREE.BufferGeometry().setFromPoints( points );
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const materialPoints = new THREE.PointsNodeMaterial();
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materialPoints.colorNode = positionLocal.mul( 3 );
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const pointCloud = new THREE.Points( geometryPoints, materialPoints );
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pointCloud.position.set( 2, - 1, 0 );
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scene.add( pointCloud );
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// lines
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const geometryLine = new THREE.BufferGeometry().setFromPoints( [
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new THREE.Vector3( - 0.5, - 0.5, 0 ),
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new THREE.Vector3( 0.5, - 0.5, 0 ),
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new THREE.Vector3( 0.5, 0.5, 0 ),
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new THREE.Vector3( - 0.5, 0.5, 0 ),
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new THREE.Vector3( - 0.5, - 0.5, 0 )
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] );
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geometryLine.setAttribute( 'color', geometryLine.getAttribute( 'position' ) );
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const materialLine = new THREE.LineBasicNodeMaterial();
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materialLine.colorNode = attribute( 'color' );
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const line = new THREE.Line( geometryLine, materialLine );
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line.position.set( 2, 1, 0 );
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scene.add( line );
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window.addEventListener( 'resize', onWindowResize );
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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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function animate() {
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if ( box ) {
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box.rotation.x += 0.01;
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box.rotation.y += 0.02;
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}
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renderer.render( scene, camera );
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}
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function createDataTexture() {
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const color = new THREE.Color( 0xff0000 );
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const width = 512;
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const height = 512;
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const size = width * height;
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const data = new Uint8Array( 4 * size );
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const r = Math.floor( color.r * 255 );
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const g = Math.floor( color.g * 255 );
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const b = Math.floor( color.b * 255 );
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for ( let i = 0; i < size; i ++ ) {
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const stride = i * 4;
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data[ stride ] = r;
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data[ stride + 1 ] = g;
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data[ stride + 2 ] = b;
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data[ stride + 3 ] = 255;
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}
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const texture = new THREE.DataTexture( data, width, height, THREE.RGBAFormat );
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texture.needsUpdate = true;
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return texture;
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}
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/** Correct UVs to be compatible with `flipY=false` textures. */
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function flipY( geometry ) {
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const uv = geometry.attributes.uv;
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for ( let i = 0; i < uv.count; i ++ ) {
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uv.setY( i, 1 - uv.getY( i ) );
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}
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return geometry;
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}
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</script>
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</body>
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</html>
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