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feat(compute): Add custom compute shader samples #336

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116 changes: 116 additions & 0 deletions samples/computer/Sample_Cloth.ts
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import { GUIHelp } from '@orillusion/debug/GUIHelp';
import { AtmosphericComponent, BoxGeometry, CameraUtil, DirectLight, Engine3D, HoverCameraController, LitMaterial, MeshRenderer, Object3D, PlaneGeometry, Scene3D, SphereGeometry, View3D, webGPUContext } from '@orillusion/core';
import { ClothSimulator } from "./cloth/ClothSimulator";

export class Demo_Cloth {
constructor() {
}

async run() {

Engine3D.setting.shadow.autoUpdate = true;
Engine3D.setting.shadow.updateFrameRate = 1;
Engine3D.setting.shadow.shadowBound = 8;
Engine3D.setting.shadow.shadowSize = 1024;
Engine3D.setting.shadow.shadowBias = 0.00001;

await Engine3D.init({});

GUIHelp.init();

let scene = new Scene3D();
let sky = scene.addComponent(AtmosphericComponent);
await this.initScene(scene);

let camera = CameraUtil.createCamera3DObject(scene);

camera.perspective(60, webGPUContext.aspect, 0.01, 10000.0);
let ctl = camera.object3D.addComponent(HoverCameraController);
ctl.setCamera(30, -28, 2);

let view = new View3D();
view.scene = scene;
view.camera = camera;

Engine3D.startRenderView(view);
}

async initScene(scene: Scene3D) {
let mat = new LitMaterial();
mat.baseMap = Engine3D.res.grayTexture;
mat.roughness = 0.8;
mat.metallic = 0.1;

let sphere = new Object3D();
sphere.transform.z = 0.5;
let mr = sphere.addComponent(MeshRenderer);
mr.geometry = new SphereGeometry(0.16, 16, 16);
mr.material = mat;//new HDRLitMaterial();
mr.castShadow = true;
scene.addChild(sphere);

let cloth = new Object3D();
let simulator = cloth.addComponent(ClothSimulator);
simulator.castShadow = true;
simulator.SetInteractionSphere(sphere);
scene.addChild(cloth);

{
let mat = new LitMaterial();
mat.baseMap = Engine3D.res.grayTexture;
mat.roughness = 0.8;
let plane = new Object3D();
plane.transform.y = -1;
let planeMesh = plane.addComponent(MeshRenderer);
planeMesh.geometry = new PlaneGeometry(100, 100);
planeMesh.material = mat;
planeMesh.receiveShadow = true;
scene.addChild(plane);
}

{
var lightObj = new Object3D();
lightObj.x = 0;
lightObj.y = 0;
lightObj.z = 0;
lightObj.rotationX = 45;
lightObj.rotationY = 0;
lightObj.rotationZ = 0;
let lc = lightObj.addComponent(DirectLight);
lc.intensity = 20;
lc.castShadow = true;
scene.addChild(lightObj);
}

{
let poleMat = new LitMaterial();


let pole_L = new Object3D();
pole_L.transform.y = -0.25;
pole_L.transform.x = -0.59;
let mr = pole_L.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(0.02, 1.5, 0.02);
mr.material = poleMat
mr.castShadow = true;
scene.addChild(pole_L);

let pole_R = new Object3D();
pole_R.transform.y = -0.25;
pole_R.transform.x = 0.59;
mr = pole_R.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(0.02, 1.5, 0.02);
mr.material = poleMat
mr.castShadow = true;
scene.addChild(pole_R);

let pole_T = new Object3D();
pole_T.transform.y = 0.5;
mr = pole_T.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(1.2, 0.02, 0.02);
mr.material = poleMat
mr.castShadow = true;
scene.addChild(pole_T);
}
}
}
73 changes: 73 additions & 0 deletions samples/computer/Sample_Flame.ts
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import { AtmosphericComponent, CameraUtil, DirectLight, Engine3D, HoverCameraController, Object3D, PlaneGeometry, Scene3D, Vector3, View3D, webGPUContext } from "@orillusion/core";
import { GUIHelp } from "@orillusion/debug/GUIHelp";
import { FlameSimulator } from "./flame/FlameSimulator";
import { FlameSimulatorMaterial } from "./flame/FlameSimulatorMaterial";

export class Demo_Flame {
constructor() { }

protected mLastPoint: Vector3 = new Vector3();
protected mVelocity: Vector3 = new Vector3();

async run() {
await Engine3D.init({});

GUIHelp.init();

let scene = new Scene3D();
let sky = scene.addComponent(AtmosphericComponent);
await this.initScene(scene);

let camera = CameraUtil.createCamera3DObject(scene);

camera.perspective(60, webGPUContext.aspect, 0.01, 10000.0);
let ctl = camera.object3D.addComponent(HoverCameraController);
ctl.setCamera(0, 0, 5);

let view = new View3D();
view.scene = scene;
view.camera = camera;
Engine3D.startRenderView(view);
}

async initScene(scene: Scene3D) {
let cesiumMan = await Engine3D.res.loadGltf('gltfs/CesiumMan/CesiumMan.gltf');
// cesiumMan.transform.localScale.set(10, 10, 10);
cesiumMan.rotationX = -90;
cesiumMan.rotationY = 180;
cesiumMan.y = -0.8;
scene.addChild(cesiumMan);

// {
// let obj = new Object3D();
// obj.y = -1;
// obj.z = -10;
// let mr = obj.addComponent(MeshRenderer);
// mr.geometry = new PlaneGeometry(100, 100, 1, 1, Vector3.Y_AXIS);
// mr.material = new LitMaterial();
// mr.castShadow = true;
// mr.receiveShadow = true;
// scene.addChild(obj);
// }

{
let obj = new Object3D();
obj.rotationX = 120;
obj.rotationY = 306;
let light = obj.addComponent(DirectLight);
light.intensity = 5;
light.castShadow = true;
light.debug();
scene.addChild(obj);
}

let emulation = cesiumMan.addComponent(FlameSimulator);
emulation.alwaysRender = true;
emulation.geometry = new PlaneGeometry(0.01, 0.01, 1.0, 1.0, Vector3.Z_AXIS);
emulation.material = new FlameSimulatorMaterial();

}

async initComputeBuffer() { }
}
34 changes: 34 additions & 0 deletions samples/computer/Sample_Flow.ts
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import { AtmosphericComponent, CameraUtil, Engine3D, HoverCameraController, Object3D, Scene3D, Vector3, View3D, webGPUContext } from '@orillusion/core';
import { FlowSimulator } from "./flow/FlowSimulator";

export class Demo_Flow {
constructor() {
}

async run() {
await Engine3D.init({});

let scene = new Scene3D();
let sky = scene.addComponent(AtmosphericComponent);
await this.initScene(scene);

let camera = CameraUtil.createCamera3DObject(scene);

camera.perspective(60, webGPUContext.aspect, 0.01, 10000.0);
let ctl = camera.object3D.addComponent(HoverCameraController);
ctl.setCamera(0, 0, 4, new Vector3(0, 1, 0));
ctl.maxDistance = 1000;

let view = new View3D();
view.scene = scene;
view.camera = camera;

Engine3D.startRenderView(view);
}

async initScene(scene: Scene3D) {
let obj = new Object3D();
obj.addComponent(FlowSimulator);
scene.addChild(obj);
}
}
98 changes: 98 additions & 0 deletions samples/computer/Sample_FlowImg.ts
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import { GUIHelp } from '@orillusion/debug/GUIHelp';
import { CameraUtil, Engine3D, HoverCameraController, Object3D, Scene3D, webGPUContext, AtmosphericComponent, View3D } from '@orillusion/core';
import { FlowImgSimulator } from "./flowImg/FlowImgSimulator";

export class Demo_FlowImg {
constructor() { }

async run() {
await Engine3D.init({});
let scene = new Scene3D();
let sky = scene.addComponent(AtmosphericComponent);
await this.initScene(scene);

let camera = CameraUtil.createCamera3DObject(scene);

camera.perspective(60, webGPUContext.aspect, 0.01, 10000.0);
let ctl = camera.object3D.addComponent(HoverCameraController);
ctl.distance = 3;

let view = new View3D();
view.scene = scene;
view.camera = camera;

Engine3D.startRenderView(view);
}

async initScene(scene: Scene3D) {
GUIHelp.init();

var obj = new Object3D();
let image = await this.imageloader('png/logo.png');
let simulator = obj.addComponent(FlowImgSimulator);
simulator.setImageData(image);
scene.addChild(obj);

let input = document.createElement('input')
input.type = 'file'
input.accept = '.png,.webp'
input.style.position = 'fixed'
document.body.appendChild(input)
/*input.onchange= async (e)=>{
let url = URL.createObjectURL(e.target.files[0])
let image = await this.imageloader(url)
simulator.setImageData(image);
simulator.reset()
}*/
GUIHelp.addButton('Change Image (PNG with transparent)', ()=>{
input.click()
})
GUIHelp.endFolder();
setTimeout(()=>{
for(let f in GUIHelp.folders){
if(f == 'FlowImgSimulator'){
GUIHelp.folders[f].open()
}
else
GUIHelp.gui.removeFolder(GUIHelp.folders[f])
}
})
}

async initComputeBuffer() { }

async imageloader(url: string) {
const res = await fetch(url)
const img = await res.blob()
const bitmap = await createImageBitmap(img)
const r = 1 //bitmap.width / bitmap.height

const canvas = document.createElement('canvas');
canvas.hidden = true;
document.body.appendChild(canvas);

// const canvas = document.querySelector('#canvas') as HTMLCanvasElement
const width = canvas.width = 512
const height = canvas.height = canvas.width / r
const context = canvas.getContext('2d')
if (!context)
throw new Error('no canvas')
context.drawImage(bitmap, 0, 0, width, height)
const pixelData = context.getImageData(0, 0, width, height)
// console.log(pixelData)
const positions = [], colors = []
for (let i = 0; i < pixelData.data.length; i += 4) {
const alpha = pixelData.data[i + 3]
if (alpha > 0) {
const r = pixelData.data[i + 0]
const g = pixelData.data[i + 1]
const b = pixelData.data[i + 2]
colors.push(r, g, b, 1)
const y = Math.floor(i / width / 4)
const x = (Math.floor(i / 4) - y * width)
positions.push(x / width, y / width, 0, 1)
}
}
return { positions, colors }
}
}
71 changes: 71 additions & 0 deletions samples/computer/Sample_Fluid.ts
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import { GUIHelp } from '@orillusion/debug/GUIHelp';
import { Camera3D, CameraUtil, ColliderComponent, Engine3D, HoverCameraController, Object3D, PointerEvent3D, Scene3D, SphereGeometry, Vector3, View3D, webGPUContext } from '@orillusion/core';
import { FluidEmulation } from './fluid/FluidSimulator';
import { FluidSimulatorMaterial } from './fluid/FluidSimulatorMaterial';

export class Demo_Fluid {
constructor() { }

protected mLastPoint: Vector3 = new Vector3();
protected mVelocity: Vector3 = new Vector3();

async run() {
Engine3D.setting.material.materialChannelDebug = true;
Engine3D.setting.pick.enable = true;
Engine3D.setting.pick.mode = `pixel`;
Engine3D.setting.render.postProcessing.ssao.radius = 0.1;
Engine3D.setting.render.postProcessing.ssao.aoPower = 4.2;

Engine3D.setting.render.postProcessing.gtao.usePosFloat32 = false;
Engine3D.setting.render.postProcessing.gtao.maxDistance = 0.65;
Engine3D.setting.render.postProcessing.gtao.maxPixel = 10;
await Engine3D.init({});

GUIHelp.init();

let scene = new Scene3D();
//await this.initScene(scene);

let camera = CameraUtil.createCamera3DObject(scene);

camera.perspective(60, webGPUContext.aspect, 0.01, 10000.0);
let ctl = camera.object3D.addComponent(HoverCameraController);
ctl.setCamera(-45, -30, 50, new Vector3(15, 0, 10));

let view = new View3D();
view.scene = scene;
view.camera = camera;

Engine3D.startRenderView(view);
await this.initScene(scene);
}

async initScene(scene: Scene3D) {
let obj = new Object3D();

let emulation = obj.addComponent(FluidEmulation);
emulation.alwaysRender = true;
emulation.geometry = new SphereGeometry(0.08, 8, 8);
emulation.material = new FluidSimulatorMaterial();
scene.addChild(obj);

obj.addComponent(ColliderComponent);
let pickFire = scene.view.pickFire;
pickFire.addEventListener(
PointerEvent3D.PICK_MOVE,
function (e: PointerEvent3D) {
let point = e.data.pickInfo.worldPos;
if (point.y >= 0 && (this.mLastPoint.x != point.x && this.mLastPoint.y != point.y && this.mLastPoint.z != point.z)) {
point.subtract(this.mLastPoint, this.mVelocity);
this.mLastPoint.copy(point);
let r = scene.view.camera;
let ray = r.screenPointToRay(Engine3D.inputSystem.mouseX, Engine3D.inputSystem.mouseY);
emulation.updateInputInfo(scene.view.camera.transform.localPosition, ray.direction, this.mVelocity);
return;
}
}, this);
}

async initComputeBuffer() { }
}

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