webgpu_performance.html 3.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - GLTFloader</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - WebGPU Performance<br />
  12. Dungeon - Low Poly Game Level Challenge by
  13. <a href="https://sketchfab.com/warkarma" target="_blank" rel="noopener">Warkarma</a><br />
  14. <a href="https://hdrihaven.com/hdri/?h=royal_esplanade" target="_blank" rel="noopener">Royal Esplanade</a> from <a href="https://hdrihaven.com/" target="_blank" rel="noopener">HDRI Haven</a>
  15. </div>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.webgpu.js",
  20. "three/addons/": "./jsm/"
  21. }
  22. }
  23. </script>
  24. <script type="module">
  25. import * as THREE from 'three';
  26. import Stats from 'three/addons/libs/stats.module.js';
  27. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  28. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  29. import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
  30. import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
  31. let camera, scene, renderer, stats;
  32. init();
  33. function init() {
  34. const container = document.createElement( 'div' );
  35. document.body.appendChild( container );
  36. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
  37. camera.position.set( 60, 60, 60 );
  38. scene = new THREE.Scene();
  39. renderer = new THREE.WebGPURenderer( { antialias: true, forceWebGL: false } );
  40. renderer.setPixelRatio( window.devicePixelRatio );
  41. renderer.setSize( window.innerWidth, window.innerHeight );
  42. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  43. renderer.toneMappingExposure = 1;
  44. renderer.setAnimationLoop( render );
  45. container.appendChild( renderer.domElement );
  46. //
  47. stats = new Stats();
  48. document.body.appendChild( stats.dom );
  49. new RGBELoader()
  50. .setPath( 'textures/equirectangular/' )
  51. .load( 'royal_esplanade_1k.hdr', function ( texture ) {
  52. texture.mapping = THREE.EquirectangularReflectionMapping;
  53. scene.environment = texture;
  54. // model
  55. const dracoLoader = new DRACOLoader();
  56. dracoLoader.setDecoderPath( 'jsm/libs/draco/gltf/' );
  57. const loader = new GLTFLoader().setPath( 'models/gltf/' );
  58. loader.setDRACOLoader( dracoLoader );
  59. loader.load( 'dungeon_warkarma.glb', async function ( gltf ) {
  60. const model = gltf.scene;
  61. // wait until the model can be added to the scene without blocking due to shader compilation
  62. await renderer.compileAsync( model, camera, scene );
  63. scene.add( model );
  64. } );
  65. } );
  66. const controls = new OrbitControls( camera, renderer.domElement );
  67. controls.minDistance = 2;
  68. controls.maxDistance = 60;
  69. controls.target.set( 0, 0, - 0.2 );
  70. controls.update();
  71. window.addEventListener( 'resize', onWindowResize );
  72. }
  73. function onWindowResize() {
  74. camera.aspect = window.innerWidth / window.innerHeight;
  75. camera.updateProjectionMatrix();
  76. renderer.setSize( window.innerWidth, window.innerHeight );
  77. }
  78. //
  79. function render() {
  80. renderer.renderAsync( scene, camera );
  81. stats.update();
  82. }
  83. </script>
  84. </body>
  85. </html>