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Examples: Add `webgpu_compute_cloth` (#31123)

* Add webgpu_compute_cloth example

* fix render calls

* remove metalness

* Add exception to puppeteer.js

* Fix the cloth demo in WebGL2 Fallback

* update normalView replacement approach

* cleanup

* update method

---------
Nick 9 месяцев назад
Родитель
Сommit
cd3aa0d2a4

+ 1 - 0
examples/files.json

@@ -309,6 +309,7 @@
 		"webgpu_clipping",
 		"webgpu_compute_audio",
 		"webgpu_compute_birds",
+		"webgpu_compute_cloth",
 		"webgpu_compute_geometry",
 		"webgpu_compute_particles",
 		"webgpu_compute_particles_rain",

BIN
examples/screenshots/webgpu_compute_cloth.jpg


+ 559 - 0
examples/webgpu_compute_cloth.html

@@ -0,0 +1,559 @@
+<html lang="en">
+<head>
+	<title>three.js webgpu - compute cloth</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>
+
+<div id="info">
+	<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - compute cloth<br/>
+	Simple cloth simulation with a verlet system running in compute shaders
+</div>
+
+<script type="importmap">
+	{
+		"imports": {
+			"three": "../build/three.webgpu.js",
+			"three/webgpu": "../build/three.webgpu.js",
+			"three/tsl": "../build/three.tsl.js",
+			"three/addons/": "./jsm/"
+		}
+	}
+</script>
+
+<script type="module">
+
+	import * as THREE from 'three';
+
+	import { Fn, If, Return, instancedArray, instanceIndex, uniform, select, attribute, uint, Loop, float, transformNormalToView, cross, triNoise3D, time } from 'three/tsl';
+
+	import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
+	import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+	import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
+
+	let renderer, scene, camera, controls;
+
+	const clothWidth = 1;
+	const clothHeight = 1;
+	const clothNumSegmentsX = 30;
+	const clothNumSegmentsY = 30;
+	const sphereRadius = 0.15;
+
+	let vertexPositionBuffer, vertexForceBuffer, vertexParamsBuffer;
+	let springVertexIdBuffer, springRestLengthBuffer, springForceBuffer;
+	let springListBuffer;
+	let computeSpringForces, computeVertexForces;
+	let dampeningUniform, spherePositionUniform, stiffnessUniform, sphereUniform, windUniform;
+	let vertexWireframeObject, springWireframeObject;
+	let clothMesh, clothMaterial, sphere;
+	let timeSinceLastStep = 0;
+	let timestamp = 0;
+	const verletVertices = [];
+	const verletSprings = [];
+	const verletVertexColumns = [];
+
+	const clock = new THREE.Clock();
+
+	const params = {
+		wireframe: false,
+		sphere: true,
+		wind: 1.0,
+	};
+
+	init();
+
+	async function init() {
+
+		renderer = new THREE.WebGPURenderer( { antialias: true } );
+		renderer.setPixelRatio( window.devicePixelRatio );
+		renderer.setSize( window.innerWidth, window.innerHeight );
+		renderer.toneMapping = THREE.ACESFilmicToneMapping;
+		renderer.toneMappingExposure = 1.35;
+		document.body.appendChild( renderer.domElement );
+
+		scene = new THREE.Scene();
+
+		camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.01, 10 );
+		camera.position.set( - 1.6, - 0.1, - 1.6 );
+
+		controls = new OrbitControls( camera, renderer.domElement );
+
+		controls.target.set( 0, - 0.1, 0 );
+		controls.minDistance = 1;
+		controls.maxDistance = 3;
+
+		const rgbeLoader = new RGBELoader().setPath( 'textures/equirectangular/' );
+
+		const hdrTexture = await rgbeLoader.loadAsync( 'royal_esplanade_1k.hdr' );
+		hdrTexture.mapping = THREE.EquirectangularReflectionMapping;
+		scene.background = hdrTexture;
+		scene.backgroundBlurriness = 0.5;
+		scene.environment = hdrTexture;
+
+		setupCloth();
+
+		const gui = new GUI();
+		gui.add( stiffnessUniform, 'value', 0.1, 0.5, 0.01 ).name( 'stiffness' );
+		gui.add( params, 'wireframe' );
+		gui.add( params, 'sphere' );
+		gui.add( params, 'wind', 0, 5, 0.1 );
+		const materialFolder = gui.addFolder( 'material' );
+		materialFolder.addColor( clothMaterial, 'color' );
+		materialFolder.add( clothMaterial, 'roughness', 0.0, 1, 0.01 );
+		materialFolder.add( clothMaterial, 'sheen', 0.0, 1, 0.01 );
+		materialFolder.add( clothMaterial, 'sheenRoughness', 0.0, 1, 0.01 );
+		materialFolder.addColor( clothMaterial, 'sheenColor' );
+
+		window.addEventListener( 'resize', onWindowResize );
+		controls.update();
+	
+		renderer.setAnimationLoop( render );
+
+	}
+
+	function setupVerletGeometry() {
+
+		// this function sets up the geometry of the verlet system, a grid of vertices connected by springs
+
+		const addVerletVertex = ( x, y, z, isFixed ) => {
+
+			const id = verletVertices.length;
+			const vertex = {
+				id,
+				position: new THREE.Vector3( x, y, z ),
+				isFixed,
+				springIds: [],
+			};
+			verletVertices.push( vertex );
+			return vertex;
+
+		};
+
+		const addVerletSpring = ( vertex0, vertex1 ) => {
+
+			const id = verletSprings.length;
+			const spring = {
+				id,
+				vertex0,
+				vertex1
+			};
+			vertex0.springIds.push( id );
+			vertex1.springIds.push( id );
+			verletSprings.push( spring );
+			return spring;
+
+		};
+
+		// create the cloth's verlet vertices
+		for ( let x = 0; x <= clothNumSegmentsX; x ++ ) {
+
+			const column = [];
+			for ( let y = 0; y <= clothNumSegmentsY; y ++ ) {
+
+				const posX = x * ( clothWidth / clothNumSegmentsX ) - clothWidth * 0.5;
+				const posZ = y * ( clothHeight / clothNumSegmentsY );
+				const isFixed = ( y === 0 ) && ( ( x % 5 ) === 0 ); // make some of the top vertices' positions fixed
+				const vertex = addVerletVertex( posX, clothHeight * 0.5, posZ, isFixed );
+				column.push( vertex );
+	
+			}
+
+			verletVertexColumns.push( column );
+
+		}
+
+		// create the cloth's verlet springs
+		for ( let x = 0; x <= clothNumSegmentsX; x ++ ) {
+
+			for ( let y = 0; y <= clothNumSegmentsY; y ++ ) {
+
+				const vertex0 = verletVertexColumns[ x ][ y ];
+				if ( x > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y ] );
+				if ( y > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x ][ y - 1 ] );
+				if ( x > 0 && y > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y - 1 ] );
+				if ( x > 0 && y < clothNumSegmentsY ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y + 1 ] );
+
+				// You can make the cloth more rigid by adding more springs between further apart vertices
+				//if (x > 1) addVerletSpring(vertex0, verletVertexColumns[x - 2][y]);
+				//if (y > 1) addVerletSpring(vertex0, verletVertexColumns[x][y - 2]);
+	
+			}
+	
+		}
+
+	}
+
+	function setupVerletVertexBuffers() {
+
+		// setup the buffers holding the vertex data for the compute shaders
+
+		const vertexCount = verletVertices.length;
+
+		const springListArray = [];
+		// this springListArray will hold a list of spring ids, ordered by the id of the vertex affected by that spring.
+		// this is so the compute shader that accumulates the spring forces for each vertex can efficiently iterate over all springs affecting that vertex
+
+		const vertexPositionArray = new Float32Array( vertexCount * 3 );
+		const vertexParamsArray = new Uint32Array( vertexCount * 3 );
+		// the params Array holds three values for each verlet vertex:
+		// x: isFixed, y: springCount, z: springPointer
+		// isFixed is 1 if the verlet is marked as immovable, 0 if not
+		// springCount is the number of springs connected to that vertex
+		// springPointer is the index of the first spring in the springListArray that is connected to that vertex
+
+		for ( let i = 0; i < vertexCount; i ++ ) {
+
+			const vertex = verletVertices[ i ];
+			vertexPositionArray[ i * 3 ] = vertex.position.x;
+			vertexPositionArray[ i * 3 + 1 ] = vertex.position.y;
+			vertexPositionArray[ i * 3 + 2 ] = vertex.position.z;
+			vertexParamsArray[ i * 3 ] = vertex.isFixed ? 1 : 0;
+			if ( ! vertex.isFixed ) {
+
+				vertexParamsArray[ i * 3 + 1 ] = vertex.springIds.length;
+				vertexParamsArray[ i * 3 + 2 ] = springListArray.length;
+				springListArray.push( ...vertex.springIds );
+	
+			}
+	
+		}
+
+		vertexPositionBuffer = instancedArray( vertexPositionArray, 'vec3' ).setPBO( true ); // setPBO(true) is only important for the WebGL Fallback
+		vertexForceBuffer = instancedArray( vertexCount, 'vec3' );
+		vertexParamsBuffer = instancedArray( vertexParamsArray, 'uvec3' );
+
+		springListBuffer = instancedArray( new Uint32Array( springListArray ), 'uint' ).setPBO( true );
+
+	}
+
+	function setupVerletSpringBuffers() {
+
+		// setup the buffers holding the spring data for the compute shaders
+
+		const springCount = verletSprings.length;
+
+		const springVertexIdArray = new Uint32Array( springCount * 2 );
+		const springRestLengthArray = new Float32Array( springCount );
+
+		for ( let i = 0; i < springCount; i ++ ) {
+
+			const spring = verletSprings[ i ];
+			springVertexIdArray[ i * 2 ] = spring.vertex0.id;
+			springVertexIdArray[ i * 2 + 1 ] = spring.vertex1.id;
+			springRestLengthArray[ i ] = spring.vertex0.position.distanceTo( spring.vertex1.position );
+	
+		}
+
+		springVertexIdBuffer = instancedArray( springVertexIdArray, 'uvec2' ).setPBO( true );
+		springRestLengthBuffer = instancedArray( springRestLengthArray, 'float' );
+		springForceBuffer = instancedArray( springCount * 3, 'vec3' ).setPBO( true );
+
+	}
+
+	function setupUniforms() {
+
+		dampeningUniform = uniform( 0.99 );
+		spherePositionUniform = uniform( new THREE.Vector3( 0, 0, 0 ) );
+		sphereUniform = uniform( 1.0 );
+		windUniform = uniform( 1.0 );
+		stiffnessUniform = uniform( 0.2 );
+
+	}
+
+	function setupComputeShaders() {
+
+		// This function sets up the compute shaders for the verlet simulation
+		// There are two shaders that are executed for each simulation step
+
+		const vertexCount = verletVertices.length;
+		const springCount = verletSprings.length;
+
+		// 1. computeSpringForces:
+		// This shader computes a force for each spring, depending on the distance between the two vertices connected by that spring and the targeted rest length
+		computeSpringForces = Fn( ()=>{
+
+			If( instanceIndex.greaterThanEqual( uint( springCount ) ), () => {
+
+				// compute Shaders are executed in groups of 64, so instanceIndex might be bigger than the amount of springs.
+				// in that case, return.
+				Return();
+	
+			} );
+
+			const vertexIds = springVertexIdBuffer.element( instanceIndex );
+			const restLength = springRestLengthBuffer.element( instanceIndex );
+
+			const vertex0Position = vertexPositionBuffer.element( vertexIds.x );
+			const vertex1Position = vertexPositionBuffer.element( vertexIds.y );
+
+			const delta = vertex1Position.sub( vertex0Position ).toVar();
+			const dist = delta.length().max( 0.000001 ).toVar();
+			const force = dist.sub( restLength ).mul( stiffnessUniform ).mul( delta ).mul( 0.5 ).div( dist );
+			springForceBuffer.element( instanceIndex ).assign( force );
+	
+		} )().compute( springCount );
+
+		// 2. computeVertexForces:
+		// This shader accumulates the force for each vertex.
+		// First it iterates over all springs connected to this vertex and accumulates their forces.
+		// Then it adds a gravital force, wind force, and the collision with the sphere.
+		// In the end it adds the force to the vertex' position.
+		computeVertexForces = Fn( ()=>{
+
+			If( instanceIndex.greaterThanEqual( uint( vertexCount ) ), () => {
+
+				// compute Shaders are executed in groups of 64, so instanceIndex might be bigger than the amount of vertices.
+				// in that case, return.
+				Return();
+	
+			} );
+
+			const params = vertexParamsBuffer.element( instanceIndex ).toVar();
+			const isFixed = params.x;
+			const springCount = params.y;
+			const springPointer = params.z;
+
+			If( isFixed, () => {
+
+				// don't need to calculate vertex forces if the vertex is set as immovable
+				Return();
+	
+			} );
+
+			const position = vertexPositionBuffer.element( instanceIndex ).toVar( 'vertexPosition' );
+			const force = vertexForceBuffer.element( instanceIndex ).toVar( 'vertexForce' );
+
+			force.mulAssign( dampeningUniform );
+
+			const ptrStart = springPointer.toVar( 'ptrStart' );
+			const ptrEnd = ptrStart.add( springCount ).toVar( 'ptrEnd' );
+
+			Loop( { start: ptrStart, end: ptrEnd, type: 'uint', condition: '<' }, ( { i } )=>{
+
+				const springId = springListBuffer.element( i ).toVar( 'springId' );
+				const springForce = springForceBuffer.element( springId );
+				const springVertexIds = springVertexIdBuffer.element( springId );
+				const factor = select( springVertexIds.x.equal( instanceIndex ), 1.0, - 1.0 );
+				force.addAssign( springForce.mul( factor ) );
+	
+			} );
+
+			// gravity
+			force.y.subAssign( 0.00005 );
+
+			// wind
+			const noise = triNoise3D( position, 1, time ).sub( 0.2 ).mul( 0.0001 );
+			const windForce = noise.mul( windUniform );
+			force.z.subAssign( windForce );
+
+			// collision with sphere
+			const deltaSphere = position.add( force ).sub( spherePositionUniform );
+			const dist = deltaSphere.length();
+			const sphereForce = float( sphereRadius ).sub( dist ).max( 0 ).mul( deltaSphere ).div( dist ).mul( sphereUniform );
+			force.addAssign( sphereForce );
+
+			vertexForceBuffer.element( instanceIndex ).assign( force );
+			vertexPositionBuffer.element( instanceIndex ).addAssign( force );
+
+		} )().compute( vertexCount );
+
+	}
+
+	function setupWireframe() {
+
+		// adds helpers to visualize the verlet system
+
+		// verlet vertex visualizer
+		const vertexWireframeMaterial = new THREE.SpriteNodeMaterial();
+		vertexWireframeMaterial.positionNode = vertexPositionBuffer.element( instanceIndex );
+		vertexWireframeObject = new THREE.Mesh( new THREE.PlaneGeometry( 0.01, 0.01 ), vertexWireframeMaterial );
+		vertexWireframeObject.frustumCulled = false;
+		vertexWireframeObject.count = verletVertices.length;
+		scene.add( vertexWireframeObject );
+
+
+		// verlet spring visualizer
+		const springWireframePositionBuffer = new THREE.BufferAttribute( new Float32Array( 6 ), 3, false );
+		const springWireframeIndexBuffer = new THREE.BufferAttribute( new Uint32Array( [ 0, 1 ] ), 1, false );
+		const springWireframeMaterial = new THREE.LineBasicNodeMaterial();
+		springWireframeMaterial.positionNode = Fn( () => {
+
+			const vertexIds = springVertexIdBuffer.element( instanceIndex );
+			const vertexId = select( attribute( 'vertexIndex' ).equal( 0 ), vertexIds.x, vertexIds.y );
+			return vertexPositionBuffer.element( vertexId );
+	
+		} )();
+
+		const springWireframeGeometry = new THREE.InstancedBufferGeometry();
+		springWireframeGeometry.setAttribute( 'position', springWireframePositionBuffer );
+		springWireframeGeometry.setAttribute( 'vertexIndex', springWireframeIndexBuffer );
+		springWireframeGeometry.instanceCount = verletSprings.length;
+
+		springWireframeObject = new THREE.Line( springWireframeGeometry, springWireframeMaterial );
+		springWireframeObject.frustumCulled = false;
+		springWireframeObject.count = verletSprings.length;
+		scene.add( springWireframeObject );
+
+	}
+
+	function setupSphere() {
+
+		const geometry = new THREE.IcosahedronGeometry( sphereRadius * 0.95, 4 );
+		const material = new THREE.MeshStandardNodeMaterial();
+		sphere = new THREE.Mesh( geometry, material );
+		scene.add( sphere );
+
+	}
+
+	function setupClothMesh() {
+
+		// This function generates a three Geometry and Mesh to render the cloth based on the verlet systems position data.
+		// Therefore it creates a plane mesh, in which each vertex will be centered in the center of 4 verlet vertices.
+
+		const vertexCount = clothNumSegmentsX * clothNumSegmentsY;
+		const geometry = new THREE.BufferGeometry();
+
+		// verletVertexIdArray will hold the 4 verlet vertex ids that contribute to each geometry vertex's position
+		const verletVertexIdArray = new Uint32Array( vertexCount * 4 );
+		const indices = [];
+
+		const getIndex = ( x, y ) => {
+
+			return y * clothNumSegmentsX + x;
+
+		};
+
+		for ( let x = 0; x < clothNumSegmentsX; x ++ ) {
+
+			for ( let y = 0; y < clothNumSegmentsX; y ++ ) {
+
+				const index = getIndex( x, y );
+				verletVertexIdArray[ index * 4 ] = verletVertexColumns[ x ][ y ].id;
+				verletVertexIdArray[ index * 4 + 1 ] = verletVertexColumns[ x + 1 ][ y ].id;
+				verletVertexIdArray[ index * 4 + 2 ] = verletVertexColumns[ x ][ y + 1 ].id;
+				verletVertexIdArray[ index * 4 + 3 ] = verletVertexColumns[ x + 1 ][ y + 1 ].id;
+
+				if ( x > 0 && y > 0 ) {
+
+					indices.push( getIndex( x, y ), getIndex( x - 1, y ), getIndex( x - 1, y - 1 ) );
+					indices.push( getIndex( x, y ), getIndex( x - 1, y - 1 ), getIndex( x, y - 1 ) );
+	
+				}
+	
+			}
+	
+		}
+
+		const verletVertexIdBuffer = new THREE.BufferAttribute( verletVertexIdArray, 4, false );
+		const positionBuffer = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3, false );
+		geometry.setAttribute( 'position', positionBuffer );
+		geometry.setAttribute( 'vertexIds', verletVertexIdBuffer );
+		geometry.setIndex( indices );
+
+		clothMaterial = new THREE.MeshPhysicalNodeMaterial( {
+			side: THREE.DoubleSide,
+			transparent: true,
+			opacity: 0.85,
+			sheen: 1.0,
+			sheenRoughness: 0.5,
+			sheenColor: new THREE.Color( 0xffffff ),
+		} );
+
+		clothMaterial.positionNode = Fn( ( { material } ) => {
+
+			// gather the position of the 4 verlet vertices and calculate the center position and normal from that
+			const vertexIds = attribute( 'vertexIds' );
+			const v0 = vertexPositionBuffer.element( vertexIds.x ).toVar();
+			const v1 = vertexPositionBuffer.element( vertexIds.y ).toVar();
+			const v2 = vertexPositionBuffer.element( vertexIds.z ).toVar();
+			const v3 = vertexPositionBuffer.element( vertexIds.w ).toVar();
+
+			const top = v0.add( v1 );
+			const right = v1.add( v3 );
+			const bottom = v2.add( v3 );
+			const left = v0.add( v2 );
+
+			const tangent = right.sub( left ).normalize();
+			const bitangent = bottom.sub( top ).normalize();
+
+			const normal = cross( tangent, bitangent );
+
+			// send the normalView from the vertex shader to the fragment shader
+			material.normalNode = transformNormalToView( normal ).toVarying();
+
+			return v0.add( v1 ).add( v2 ).add( v3 ).mul( 0.25 );
+	
+		} )();
+
+		clothMesh = new THREE.Mesh( geometry, clothMaterial );
+		clothMesh.frustumCulled = false;
+		scene.add( clothMesh );
+
+	}
+
+	function setupCloth() {
+
+		setupVerletGeometry();
+		setupVerletVertexBuffers();
+		setupVerletSpringBuffers();
+		setupUniforms();
+		setupComputeShaders();
+		setupWireframe();
+		setupSphere();
+		setupClothMesh();
+
+	}
+
+	function onWindowResize() {
+
+		camera.aspect = window.innerWidth / window.innerHeight;
+
+		camera.updateProjectionMatrix();
+
+		renderer.setSize( window.innerWidth, window.innerHeight );
+
+	}
+
+	function updateSphere() {
+
+		sphere.position.set( Math.sin( timestamp * 2.1 ) * 0.1, 0, Math.sin( timestamp * 0.8 ) );
+		spherePositionUniform.value.copy( sphere.position );
+
+	}
+
+	async function render() {
+
+		sphere.visible = params.sphere;
+		sphereUniform.value = params.sphere ? 1 : 0;
+		windUniform.value = params.wind;
+		clothMesh.visible = ! params.wireframe;
+		vertexWireframeObject.visible = params.wireframe;
+		springWireframeObject.visible = params.wireframe;
+
+		const deltaTime = Math.min( clock.getDelta(), 1 / 60 ); // don't advance the time too far, for example when the window is out of focus
+		const stepsPerSecond = 360; // ensure the same amount of simulation steps per second on all systems, independent of refresh rate
+		const timePerStep = 1 / stepsPerSecond;
+
+		timeSinceLastStep += deltaTime;
+
+		while ( timeSinceLastStep >= timePerStep ) {
+
+			// run a verlet system simulation step
+			timestamp += timePerStep;
+			timeSinceLastStep -= timePerStep;
+			updateSphere();
+			await renderer.computeAsync( computeSpringForces );
+			await renderer.computeAsync( computeVertexForces );
+	
+		}
+
+		await renderer.renderAsync( scene, camera );
+
+	}
+
+
+</script>
+</body>
+</html>

+ 1 - 0
test/e2e/puppeteer.js

@@ -174,6 +174,7 @@ const exceptionList = [
 	'webgpu_volume_caustics',
 
 	// WebGPU idleTime and parseTime too low
+	'webgpu_compute_cloth',
 	'webgpu_compute_particles',
 	'webgpu_compute_particles_rain',
 	'webgpu_compute_particles_snow',

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