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2026-03-28 13:57:54 +08:00

260 lines
7.1 KiB
JavaScript

/**
* GPU Particle System with Compute Shaders
*
* Demonstrates TSL compute shaders for particle simulation:
* - Instanced array buffers
* - Physics simulation on GPU
* - Mouse interaction
*
* Based on Three.js webgpu_compute_particles example (MIT License)
* https://github.com/mrdoob/three.js
*/
import * as THREE from 'three/webgpu';
import {
Fn,
If,
uniform,
float,
vec3,
color,
instancedArray,
instanceIndex,
hash,
time
} from 'three/tsl';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer, controls;
let computeInit, computeUpdate, computeHit;
// Particle count
const PARTICLE_COUNT = 100000;
// Storage buffers
const positions = instancedArray(PARTICLE_COUNT, 'vec3');
const velocities = instancedArray(PARTICLE_COUNT, 'vec3');
// Uniforms
const gravity = uniform(-9.8);
const bounce = uniform(0.7);
const friction = uniform(0.98);
const deltaTimeUniform = uniform(0);
const clickPosition = uniform(new THREE.Vector3());
const hitStrength = uniform(5.0);
async function init() {
// Camera
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 5, 15);
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x111122);
// Create compute shaders
createComputeShaders();
// Create particle mesh
createParticleMesh();
// Floor
const floorGeometry = new THREE.PlaneGeometry(30, 30);
const floorMaterial = new THREE.MeshStandardNodeMaterial({
color: 0x333333
});
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.receiveShadow = true;
scene.add(floor);
// Lights
const ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
const pointLight = new THREE.PointLight(0xffffff, 100);
pointLight.position.set(5, 10, 5);
scene.add(pointLight);
// Renderer
renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
await renderer.init();
// Initialize particles
await renderer.computeAsync(computeInit);
// Controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.target.set(0, 2, 0);
// Events
window.addEventListener('resize', onWindowResize);
renderer.domElement.addEventListener('click', onClick);
renderer.setAnimationLoop(animate);
}
function createComputeShaders() {
// Grid dimensions for initialization
const gridSize = Math.ceil(Math.sqrt(PARTICLE_COUNT));
const spacing = 0.15;
const offset = (gridSize * spacing) / 2;
// Initialize particles in a grid
computeInit = Fn(() => {
const position = positions.element(instanceIndex);
const velocity = velocities.element(instanceIndex);
// Calculate grid position
const x = instanceIndex.mod(gridSize);
const z = instanceIndex.div(gridSize);
// Set position
position.x.assign(x.toFloat().mul(spacing).sub(offset));
position.y.assign(float(5.0).add(hash(instanceIndex).mul(2.0)));
position.z.assign(z.toFloat().mul(spacing).sub(offset));
// Random initial velocity
velocity.x.assign(hash(instanceIndex.add(1)).sub(0.5).mul(2.0));
velocity.y.assign(hash(instanceIndex.add(2)).mul(-2.0));
velocity.z.assign(hash(instanceIndex.add(3)).sub(0.5).mul(2.0));
})().compute(PARTICLE_COUNT);
// Physics update
computeUpdate = Fn(() => {
const position = positions.element(instanceIndex);
const velocity = velocities.element(instanceIndex);
const dt = deltaTimeUniform;
// Apply gravity
velocity.y.addAssign(gravity.mul(dt));
// Update position
position.addAssign(velocity.mul(dt));
// Apply friction
velocity.mulAssign(friction);
// Ground collision
If(position.y.lessThan(0), () => {
position.y.assign(0);
velocity.y.assign(velocity.y.abs().mul(bounce)); // Reverse and dampen
// Extra friction on ground
velocity.x.mulAssign(0.9);
velocity.z.mulAssign(0.9);
});
// Boundary walls
If(position.x.abs().greaterThan(15), () => {
position.x.assign(position.x.sign().mul(15));
velocity.x.assign(velocity.x.negate().mul(bounce));
});
If(position.z.abs().greaterThan(15), () => {
position.z.assign(position.z.sign().mul(15));
velocity.z.assign(velocity.z.negate().mul(bounce));
});
})().compute(PARTICLE_COUNT);
// Hit/explosion effect
computeHit = Fn(() => {
const position = positions.element(instanceIndex);
const velocity = velocities.element(instanceIndex);
// Distance to click
const toClick = position.sub(clickPosition);
const distance = toClick.length();
// Apply force within radius
If(distance.lessThan(3.0), () => {
const direction = toClick.normalize();
const force = float(3.0).sub(distance).div(3.0).mul(hitStrength);
// Add randomness
const randomForce = force.mul(hash(instanceIndex.add(time.mul(1000))).mul(0.5).add(0.75));
velocity.addAssign(direction.mul(randomForce));
velocity.y.addAssign(randomForce.mul(0.5));
});
})().compute(PARTICLE_COUNT);
}
function createParticleMesh() {
// Simple sphere geometry for each particle
const geometry = new THREE.SphereGeometry(0.08, 8, 8);
// Material using computed positions
const material = new THREE.MeshStandardNodeMaterial();
// Position from compute buffer
material.positionNode = positions.element(instanceIndex);
// Color based on velocity
material.colorNode = Fn(() => {
const velocity = velocities.element(instanceIndex);
const speed = velocity.length();
// Color gradient: blue (slow) -> orange (fast)
const t = speed.div(10.0).saturate();
return color(0x0066ff).mix(color(0xff6600), t);
})();
material.roughnessNode = float(0.5);
material.metalnessNode = float(0.2);
// Create instanced mesh
const mesh = new THREE.InstancedMesh(geometry, material, PARTICLE_COUNT);
scene.add(mesh);
}
function onClick(event) {
// Raycast to find click position on floor
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1
);
raycaster.setFromCamera(mouse, camera);
// Intersect with floor plane (y = 0)
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const intersection = new THREE.Vector3();
raycaster.ray.intersectPlane(plane, intersection);
if (intersection) {
// Raise click position slightly
intersection.y = 0.5;
clickPosition.value.copy(intersection);
// Run hit compute shader
renderer.compute(computeHit);
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
const clock = new THREE.Clock();
function animate() {
// Update delta time
deltaTimeUniform.value = Math.min(clock.getDelta(), 0.1);
// Run physics compute
renderer.compute(computeUpdate);
controls.update();
renderer.render(scene, camera);
}
init();