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CurveModifierGPU: WebGPURenderer port. (#29453)
* curve mod * lint * update screenshot * use correct constant * use filtered texture --------- Co-authored-by: aardgoose <[email protected]>
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// Original src: https://github.com/zz85/threejs-path-flow | ||
const CHANNELS = 4; | ||
const TEXTURE_WIDTH = 1024; | ||
const TEXTURE_HEIGHT = 4; | ||
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import { | ||
DataTexture, | ||
DataUtils, | ||
RGBAFormat, | ||
HalfFloatType, | ||
RepeatWrapping, | ||
Mesh, | ||
InstancedMesh, | ||
LinearFilter | ||
} from 'three'; | ||
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import { modelWorldMatrix, normalLocal, vec2, vec3, vec4, mat3, varyingProperty, texture, reference, Fn, select, positionLocal } from 'three/tsl'; | ||
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/** | ||
* 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 ) { | ||
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const dataArray = new Uint16Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS ); | ||
const dataTexture = new DataTexture( | ||
dataArray, | ||
TEXTURE_WIDTH, | ||
TEXTURE_HEIGHT * numberOfCurves, | ||
RGBAFormat, | ||
HalfFloatType | ||
); | ||
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dataTexture.wrapS = RepeatWrapping; | ||
dataTexture.wrapY = RepeatWrapping; | ||
dataTexture.magFilter = LinearFilter; | ||
dataTexture.minFilter = LinearFilter; | ||
dataTexture.needsUpdate = true; | ||
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return dataTexture; | ||
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} | ||
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/** | ||
* 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 ) { | ||
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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 ); | ||
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for ( let i = 0; i < numberOfPoints; i ++ ) { | ||
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const rowOffset = Math.floor( i / TEXTURE_WIDTH ); | ||
const rowIndex = i % TEXTURE_WIDTH; | ||
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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 ) ); | ||
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} | ||
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texture.needsUpdate = true; | ||
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} | ||
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function setTextureValue( texture, index, x, y, z, o ) { | ||
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const image = texture.image; | ||
const { data } = image; | ||
const i = CHANNELS * TEXTURE_WIDTH * o; // Row Offset | ||
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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 ); | ||
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} | ||
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/** | ||
* Create a new set of uniforms for describing the curve modifier | ||
* | ||
* @param { DataTexture } Texture which holds the curve description | ||
*/ | ||
export function getUniforms( splineTexture ) { | ||
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return { | ||
spineTexture: splineTexture, | ||
pathOffset: 0, // time of path curve | ||
pathSegment: 1, // fractional length of path | ||
spineOffset: 161, | ||
spineLength: 400, | ||
flow: 1, // int | ||
}; | ||
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} | ||
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export function modifyShader( material, uniforms, numberOfCurves ) { | ||
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const spineTexture = uniforms.spineTexture; | ||
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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 ); | ||
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material.positionNode = Fn( () => { | ||
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const textureStacks = TEXTURE_HEIGHT / 4; | ||
const textureScale = TEXTURE_HEIGHT * numberOfCurves; | ||
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const worldPos = modelWorldMatrix.mul( vec4( positionLocal, 1 ) ).toVar(); | ||
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const bend = flow.greaterThan( 0 ).toVar(); | ||
const xWeight = select( bend, 0, 1 ).toVar(); | ||
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const spinePortion = select( bend, worldPos.x.add( spineOffset ).div( spineLength ), 0 ); | ||
const mt = spinePortion.mul( pathSegment ).add( pathOffset ).mul( textureStacks ).toVar(); | ||
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mt.assign( mt.mod( textureStacks ) ); | ||
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const rowOffset = mt.floor().toVar(); | ||
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const spinePos = texture( spineTexture, vec2( mt, rowOffset.add( 0.5 ).div( textureScale ) ) ).xyz; | ||
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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; | ||
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const basis = mat3( a, b, c ).toVar(); | ||
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varyingProperty( 'vec3', 'curveNormal' ).assign( basis.mul( normalLocal ) ); | ||
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return basis.mul( vec3( worldPos.x.mul( xWeight ), worldPos.y, worldPos.z ) ).add( spinePos ); | ||
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} )(); | ||
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material.normalNode = varyingProperty( 'vec3', 'curveNormal' ); | ||
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} | ||
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/** | ||
* A helper class for making meshes bend aroudn curves | ||
*/ | ||
export class Flow { | ||
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/** | ||
* @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 ) { | ||
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const obj3D = mesh.clone(); | ||
const splineTexure = initSplineTexture( numberOfCurves ); | ||
const uniforms = getUniforms( splineTexure ); | ||
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obj3D.traverse( function ( child ) { | ||
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if ( | ||
child instanceof Mesh || | ||
child instanceof InstancedMesh | ||
) { | ||
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if ( Array.isArray( child.material ) ) { | ||
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const materials = []; | ||
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for ( const material of child.material ) { | ||
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const newMaterial = material.clone(); | ||
modifyShader( newMaterial, uniforms, numberOfCurves ); | ||
materials.push( newMaterial ); | ||
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} | ||
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child.material = materials; | ||
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} else { | ||
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child.material = child.material.clone(); | ||
modifyShader( child.material, uniforms, numberOfCurves ); | ||
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} | ||
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} | ||
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} ); | ||
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this.curveArray = new Array( numberOfCurves ); | ||
this.curveLengthArray = new Array( numberOfCurves ); | ||
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this.object3D = obj3D; | ||
this.splineTexure = splineTexure; | ||
this.uniforms = uniforms; | ||
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} | ||
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updateCurve( index, curve ) { | ||
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if ( index >= this.curveArray.length ) throw Error( 'Index out of range for Flow' ); | ||
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const curveLength = curve.getLength(); | ||
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this.uniforms.spineLength = curveLength; | ||
this.curveLengthArray[ index ] = curveLength; | ||
this.curveArray[ index ] = curve; | ||
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updateSplineTexture( this.splineTexure, curve, index ); | ||
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} | ||
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moveAlongCurve( amount ) { | ||
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this.uniforms.pathOffset += amount; | ||
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} | ||
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} |
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