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- <!DOCTYPE html>
- <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="example.css">
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>
- <div class="title-wrapper">
- <a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Compute Cloth</span>
- </div>
- <small>Simple cloth simulation with a verlet system running in compute shaders.</small>
- </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/webgpu';
- import { Fn, If, Return, instancedArray, instanceIndex, uniform, select, attribute, uint, Loop, float, transformNormalToView, cross, triNoise3D, time } from 'three/tsl';
- import { Inspector } from 'three/addons/inspector/Inspector.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js';
- import WebGPU from 'three/addons/capabilities/WebGPU.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,
- };
- const API = {
- color: 0x204080, // sRGB
- sheenColor: 0xffffff // sRGB
- };
- // TODO: Fix example with WebGL backend
- if ( WebGPU.isAvailable() === false ) {
- document.body.appendChild( WebGPU.getErrorMessage() );
- throw new Error( 'No WebGPU support' );
- }
- init();
- async function init() {
- renderer = new THREE.WebGPURenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.toneMapping = THREE.NeutralToneMapping;
- renderer.toneMappingExposure = 1;
- renderer.inspector = new Inspector();
- 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.minDistance = 1;
- controls.maxDistance = 3;
- controls.target.set( 0, - 0.1, 0 );
- controls.update();
- const hdrLoader = new UltraHDRLoader().setPath( 'textures/equirectangular/' );
- const hdrTexture = await hdrLoader.loadAsync( 'royal_esplanade_2k.hdr.jpg' );
- hdrTexture.mapping = THREE.EquirectangularReflectionMapping;
- scene.background = hdrTexture;
- scene.backgroundBlurriness = 0.5;
- scene.environment = hdrTexture;
- setupCloth();
- const gui = renderer.inspector.createParameters( 'Settings' );
- 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( API, 'color' ).onChange( function ( color ) {
- clothMaterial.color.setHex( 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( API, 'sheenColor' ).onChange( function ( color ) {
- clothMaterial.sheenColor.setHex( color );
- } );
- window.addEventListener( 'resize', onWindowResize );
- 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 ).setName( 'Spring Forces' );
- // 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 ).setName( 'Vertex Forces' );
- }
- 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( {
- color: new THREE.Color().setHex( API.color ),
- side: THREE.DoubleSide,
- transparent: true,
- opacity: 0.85,
- sheen: 1.0,
- sheenRoughness: 0.5,
- sheenColor: new THREE.Color().setHex( API.sheenColor ),
- } );
- 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();
- renderer.compute( computeSpringForces );
- renderer.compute( computeVertexForces );
- }
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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