diff --git a/examples/files.json b/examples/files.json index 3e72fc3df947b0..aa35ae927cd6f8 100644 --- a/examples/files.json +++ b/examples/files.json @@ -362,6 +362,7 @@ "webgpu_materialx_noise", "webgpu_mesh_batch", "webgpu_mirror", + "webgpu_modifier_curve", "webgpu_morphtargets", "webgpu_morphtargets_face", "webgpu_mrt", diff --git a/examples/jsm/modifiers/CurveModifierGPU.js b/examples/jsm/modifiers/CurveModifierGPU.js new file mode 100644 index 00000000000000..b561bff9e27db9 --- /dev/null +++ b/examples/jsm/modifiers/CurveModifierGPU.js @@ -0,0 +1,233 @@ +// Original src: https://github.com/zz85/threejs-path-flow +const CHANNELS = 4; +const TEXTURE_WIDTH = 1024; +const TEXTURE_HEIGHT = 4; + +import { + DataTexture, + DataUtils, + RGBAFormat, + HalfFloatType, + RepeatWrapping, + Mesh, + InstancedMesh, + LinearFilter +} from 'three'; + +import { modelWorldMatrix, normalLocal, vec2, vec3, vec4, mat3, varyingProperty, texture, reference, Fn, select, positionLocal } from 'three/tsl'; + +/** + * Make a new DataTexture to store the descriptions of the curves. + * + * @param { number } numberOfCurves the number of curves needed to be described by this texture. + */ +export function initSplineTexture( numberOfCurves = 1 ) { + + const dataArray = new Uint16Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS ); + const dataTexture = new DataTexture( + dataArray, + TEXTURE_WIDTH, + TEXTURE_HEIGHT * numberOfCurves, + RGBAFormat, + HalfFloatType + ); + + dataTexture.wrapS = RepeatWrapping; + dataTexture.wrapY = RepeatWrapping; + dataTexture.magFilter = LinearFilter; + dataTexture.minFilter = LinearFilter; + dataTexture.needsUpdate = true; + + return dataTexture; + +} + +/** + * Write the curve description to the data texture + * + * @param { DataTexture } texture The DataTexture to write to + * @param { Curve } splineCurve The curve to describe + * @param { number } offset Which curve slot to write to + */ +export function updateSplineTexture( texture, splineCurve, offset = 0 ) { + + const numberOfPoints = Math.floor( TEXTURE_WIDTH * ( TEXTURE_HEIGHT / 4 ) ); + splineCurve.arcLengthDivisions = numberOfPoints / 2; + splineCurve.updateArcLengths(); + const points = splineCurve.getSpacedPoints( numberOfPoints ); + const frenetFrames = splineCurve.computeFrenetFrames( numberOfPoints, true ); + + for ( let i = 0; i < numberOfPoints; i ++ ) { + + const rowOffset = Math.floor( i / TEXTURE_WIDTH ); + const rowIndex = i % TEXTURE_WIDTH; + + let pt = points[ i ]; + setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + ( TEXTURE_HEIGHT * offset ) ); + pt = frenetFrames.tangents[ i ]; + setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + ( TEXTURE_HEIGHT * offset ) ); + pt = frenetFrames.normals[ i ]; + setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + ( TEXTURE_HEIGHT * offset ) ); + pt = frenetFrames.binormals[ i ]; + setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + ( TEXTURE_HEIGHT * offset ) ); + + } + + texture.needsUpdate = true; + +} + + +function setTextureValue( texture, index, x, y, z, o ) { + + const image = texture.image; + const { data } = image; + const i = CHANNELS * TEXTURE_WIDTH * o; // Row Offset + + data[ index * CHANNELS + i + 0 ] = DataUtils.toHalfFloat( x ); + data[ index * CHANNELS + i + 1 ] = DataUtils.toHalfFloat( y ); + data[ index * CHANNELS + i + 2 ] = DataUtils.toHalfFloat( z ); + data[ index * CHANNELS + i + 3 ] = DataUtils.toHalfFloat( 1 ); + +} + +/** + * Create a new set of uniforms for describing the curve modifier + * + * @param { DataTexture } Texture which holds the curve description + */ +export function getUniforms( splineTexture ) { + + return { + spineTexture: splineTexture, + pathOffset: 0, // time of path curve + pathSegment: 1, // fractional length of path + spineOffset: 161, + spineLength: 400, + flow: 1, // int + }; + +} + +export function modifyShader( material, uniforms, numberOfCurves ) { + + const spineTexture = uniforms.spineTexture; + + const pathOffset = reference( 'pathOffset', 'float', uniforms ); + const pathSegment = reference( 'pathSegment', 'float', uniforms ); + const spineOffset = reference( 'spineOffset', 'float', uniforms ); + const spineLength = reference( 'spineLength', 'float', uniforms ); + const flow = reference( 'flow', 'float', uniforms ); + + material.positionNode = Fn( () => { + + const textureStacks = TEXTURE_HEIGHT / 4; + const textureScale = TEXTURE_HEIGHT * numberOfCurves; + + const worldPos = modelWorldMatrix.mul( vec4( positionLocal, 1 ) ).toVar(); + + const bend = flow.greaterThan( 0 ).toVar(); + const xWeight = select( bend, 0, 1 ).toVar(); + + const spinePortion = select( bend, worldPos.x.add( spineOffset ).div( spineLength ), 0 ); + const mt = spinePortion.mul( pathSegment ).add( pathOffset ).mul( textureStacks ).toVar(); + + mt.assign( mt.mod( textureStacks ) ); + + const rowOffset = mt.floor().toVar(); + + const spinePos = texture( spineTexture, vec2( mt, rowOffset.add( 0.5 ).div( textureScale ) ) ).xyz; + + const a = texture( spineTexture, vec2( mt, rowOffset.add( 1.5 ).div( textureScale ) ) ).xyz; + const b = texture( spineTexture, vec2( mt, rowOffset.add( 2.5 ).div( textureScale ) ) ).xyz; + const c = texture( spineTexture, vec2( mt, rowOffset.add( 3.5 ).div( textureScale ) ) ).xyz; + + const basis = mat3( a, b, c ).toVar(); + + varyingProperty( 'vec3', 'curveNormal' ).assign( basis.mul( normalLocal ) ); + + return basis.mul( vec3( worldPos.x.mul( xWeight ), worldPos.y, worldPos.z ) ).add( spinePos ); + + } )(); + + material.normalNode = varyingProperty( 'vec3', 'curveNormal' ); + +} + +/** + * A helper class for making meshes bend aroudn curves + */ +export class Flow { + + /** + * @param {Mesh} mesh The mesh to clone and modify to bend around the curve + * @param {number} numberOfCurves The amount of space that should preallocated for additional curves + */ + constructor( mesh, numberOfCurves = 1 ) { + + const obj3D = mesh.clone(); + const splineTexure = initSplineTexture( numberOfCurves ); + const uniforms = getUniforms( splineTexure ); + + obj3D.traverse( function ( child ) { + + if ( + child instanceof Mesh || + child instanceof InstancedMesh + ) { + + if ( Array.isArray( child.material ) ) { + + const materials = []; + + for ( const material of child.material ) { + + const newMaterial = material.clone(); + modifyShader( newMaterial, uniforms, numberOfCurves ); + materials.push( newMaterial ); + + } + + child.material = materials; + + } else { + + child.material = child.material.clone(); + modifyShader( child.material, uniforms, numberOfCurves ); + + } + + } + + } ); + + this.curveArray = new Array( numberOfCurves ); + this.curveLengthArray = new Array( numberOfCurves ); + + this.object3D = obj3D; + this.splineTexure = splineTexure; + this.uniforms = uniforms; + + } + + updateCurve( index, curve ) { + + if ( index >= this.curveArray.length ) throw Error( 'Index out of range for Flow' ); + + const curveLength = curve.getLength(); + + this.uniforms.spineLength = curveLength; + this.curveLengthArray[ index ] = curveLength; + this.curveArray[ index ] = curve; + + updateSplineTexture( this.splineTexure, curve, index ); + + } + + moveAlongCurve( amount ) { + + this.uniforms.pathOffset += amount; + + } + +} diff --git a/examples/screenshots/webgpu_modifier_curve.jpg b/examples/screenshots/webgpu_modifier_curve.jpg new file mode 100644 index 00000000000000..08490ac0598e33 Binary files /dev/null and b/examples/screenshots/webgpu_modifier_curve.jpg differ diff --git a/examples/webgpu_modifier_curve.html b/examples/webgpu_modifier_curve.html new file mode 100644 index 00000000000000..9291bd2a294e1c --- /dev/null +++ b/examples/webgpu_modifier_curve.html @@ -0,0 +1,220 @@ + + + + three.js webgpu - curve modifier + + + + + +
+ three.js webgpu - curve modifier +
+ + + + + +