webgpu_materials.html 11 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - WebGPU - Materials</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> WebGPU - Materials
  12. </div>
  13. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  14. <script type="importmap">
  15. {
  16. "imports": {
  17. "three": "../build/three.module.js",
  18. "three/addons/": "./jsm/",
  19. "three/nodes": "./jsm/nodes/Nodes.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import * as Nodes from 'three/nodes';
  26. import { attribute, positionLocal, normalLocal, normalWorld, normalView, color, texture, ShaderNode, func, uv, vec3, triplanarTexture, viewportBottomLeft, js, string, global, MeshBasicNodeMaterial, NodeObjectLoader } from 'three/nodes';
  27. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  28. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  29. import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
  30. import Stats from 'three/addons/libs/stats.module.js';
  31. let stats;
  32. let camera, scene, renderer;
  33. const objects = [], materials = [];
  34. init();
  35. function init() {
  36. if ( WebGPU.isAvailable() === false ) {
  37. document.body.appendChild( WebGPU.getErrorMessage() );
  38. throw new Error( 'No WebGPU support' );
  39. }
  40. const container = document.createElement( 'div' );
  41. document.body.appendChild( container );
  42. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  43. camera.position.set( 0, 200, 800 );
  44. scene = new THREE.Scene();
  45. // Grid
  46. const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
  47. helper.material.colorNode = attribute( 'color' );
  48. helper.position.y = - 75;
  49. scene.add( helper );
  50. // Materials
  51. const textureLoader = new THREE.TextureLoader();
  52. const uvTexture = textureLoader.load( './textures/uv_grid_opengl.jpg' );
  53. uvTexture.wrapS = THREE.RepeatWrapping;
  54. uvTexture.wrapT = THREE.RepeatWrapping;
  55. const opacityTexture = textureLoader.load( './textures/alphaMap.jpg' );
  56. opacityTexture.wrapS = THREE.RepeatWrapping;
  57. opacityTexture.wrapT = THREE.RepeatWrapping;
  58. let material;
  59. //
  60. // BASIC
  61. //
  62. // PositionLocal
  63. material = new MeshBasicNodeMaterial();
  64. material.colorNode = positionLocal;
  65. materials.push( material );
  66. // NormalLocal
  67. material = new MeshBasicNodeMaterial();
  68. material.colorNode = normalLocal;
  69. materials.push( material );
  70. // NormalWorld
  71. material = new MeshBasicNodeMaterial();
  72. material.colorNode = normalWorld;
  73. materials.push( material );
  74. // NormalView
  75. material = new MeshBasicNodeMaterial();
  76. material.colorNode = normalView;
  77. materials.push( material );
  78. // Texture
  79. material = new MeshBasicNodeMaterial();
  80. material.colorNode = texture( uvTexture );
  81. materials.push( material );
  82. // Opacity
  83. material = new MeshBasicNodeMaterial();
  84. material.colorNode = color( 0x0099FF );
  85. material.opacityNode = texture( uvTexture );
  86. material.transparent = true;
  87. materials.push( material );
  88. // AlphaTest
  89. material = new MeshBasicNodeMaterial();
  90. material.colorNode = texture( uvTexture );
  91. material.opacityNode = texture( opacityTexture );
  92. material.alphaTestNode = 0.5;
  93. materials.push( material );
  94. // Normal
  95. material = new THREE.MeshNormalMaterial();
  96. material.opacity = .5;
  97. material.transparent = true;
  98. materials.push( material );
  99. //
  100. // ADVANCED
  101. //
  102. // Custom ShaderNode ( desaturate filter )
  103. const desaturateShaderNode = new ShaderNode( ( input ) => {
  104. return vec3( 0.299, 0.587, 0.114 ).dot( input.color.xyz );
  105. } );
  106. material = new MeshBasicNodeMaterial();
  107. material.colorNode = desaturateShaderNode.call( { color: texture( uvTexture ) } );
  108. materials.push( material );
  109. // Custom ShaderNode(no inputs) > Approach 2
  110. const desaturateNoInputsShaderNode = new ShaderNode( () => {
  111. return vec3( 0.299, 0.587, 0.114 ).dot( texture( uvTexture ).xyz );
  112. } );
  113. material = new MeshBasicNodeMaterial();
  114. material.colorNode = desaturateNoInputsShaderNode;
  115. materials.push( material );
  116. // Custom WGSL ( desaturate filter )
  117. const desaturateWGSLNode = func( `
  118. fn desaturate( color:vec3<f32> ) -> vec3<f32> {
  119. let lum = vec3<f32>( 0.299, 0.587, 0.114 );
  120. return vec3<f32>( dot( lum, color ) );
  121. }
  122. ` );
  123. material = new MeshBasicNodeMaterial();
  124. material.colorNode = desaturateWGSLNode.call( { color: texture( uvTexture ) } );
  125. materials.push( material );
  126. // Custom WGSL ( get texture from keywords )
  127. const getWGSLTextureSample = func( `
  128. fn getWGSLTextureSample( tex: texture_2d<f32>, tex_sampler: sampler, uv:vec2<f32> ) -> vec4<f32> {
  129. return textureSample( tex, tex_sampler, uv ) * vec4<f32>( 0.0, 1.0, 0.0, 1.0 );
  130. }
  131. ` );
  132. const textureNode = texture( uvTexture );
  133. //getWGSLTextureSample.keywords = { tex: textureNode, tex_sampler: sampler( textureNode ) };
  134. material = new MeshBasicNodeMaterial();
  135. material.colorNode = getWGSLTextureSample.call( { tex: textureNode, tex_sampler: textureNode, uv: uv() } );
  136. materials.push( material );
  137. // Triplanar Texture Mapping
  138. material = new MeshBasicNodeMaterial();
  139. material.colorNode = triplanarTexture( texture( uvTexture ) );
  140. materials.push( material );
  141. // Screen Projection Texture
  142. material = new MeshBasicNodeMaterial();
  143. material.colorNode = texture( uvTexture, viewportBottomLeft );
  144. materials.push( material );
  145. // Scriptable
  146. global.set( 'THREE', THREE );
  147. global.set( 'TSL', Nodes );
  148. const asyncNode = js( `
  149. layout = {
  150. outputType: 'node'
  151. };
  152. const { float } = TSL;
  153. function init() {
  154. setTimeout( () => {
  155. local.set( 'result', float( 1.0 ) );
  156. refresh(); // refresh the node
  157. }, 1000 );
  158. return float( 0.0 );
  159. }
  160. function main() {
  161. const result = local.get( 'result', init );
  162. //console.log( 'result', result );
  163. return result;
  164. }
  165. ` ).scriptable();
  166. const scriptableNode = js( `
  167. layout = {
  168. outputType: 'node',
  169. elements: [
  170. { name: 'source', inputType: 'node' },
  171. { name: 'contrast', inputType: 'node' },
  172. { name: 'vector3', inputType: 'Vector3' },
  173. { name: 'message', inputType: 'string' },
  174. { name: 'binary', inputType: 'ArrayBuffer' },
  175. { name: 'object3d', inputType: 'Object3D' },
  176. { name: 'execFrom', inputType: 'string' }
  177. ]
  178. };
  179. const { saturation, float, oscSine, mul } = TSL;
  180. function helloWorld() {
  181. console.log( "Hello World!" );
  182. }
  183. function main() {
  184. const source = parameters.get( 'source' ) || float();
  185. const contrast = parameters.get( 'contrast' ) || float();
  186. const material = local.get( 'material' );
  187. //console.log( 'vector3', parameters.get( 'vector3' ) );
  188. if ( parameters.get( 'execFrom' ) === 'serialized' ) {
  189. //console.log( 'message', parameters.get( 'message' ).value );
  190. //console.log( 'binary', parameters.get( 'binary' ) );
  191. //console.log( 'object3d', parameters.get( 'object3d' ) ); // unserializable yet
  192. //console.log( global.get( 'renderer' ) );
  193. }
  194. if ( material ) material.needsUpdate = true;
  195. return mul( saturation( source, oscSine() ), contrast );
  196. }
  197. output = { helloWorld };
  198. ` ).scriptable();
  199. scriptableNode.setParameter( 'source', texture( uvTexture ).xyz );
  200. scriptableNode.setParameter( 'contrast', asyncNode );
  201. scriptableNode.setParameter( 'vector3', vec3( new THREE.Vector3( 1, 1, 1 ) ) );
  202. scriptableNode.setParameter( 'message', string( 'Hello World!' ) );
  203. scriptableNode.setParameter( 'binary', new ArrayBuffer( 4 ) );
  204. scriptableNode.setParameter( 'object3d', new THREE.Group() );
  205. scriptableNode.call( 'helloWorld' );
  206. material = new MeshBasicNodeMaterial();
  207. material.colorNode = scriptableNode;
  208. materials.push( material );
  209. scriptableNode.setLocal( 'material', material );
  210. //
  211. // Geometry
  212. //
  213. const geometry = new TeapotGeometry( 50, 18 );
  214. for ( let i = 0, l = materials.length; i < l; i ++ ) {
  215. addMesh( geometry, materials[ i ] );
  216. }
  217. const serializeMesh = scene.children[ scene.children.length - 1 ];
  218. //
  219. renderer = new WebGPURenderer();
  220. renderer.setPixelRatio( window.devicePixelRatio );
  221. renderer.setSize( window.innerWidth, window.innerHeight );
  222. renderer.setAnimationLoop( animate );
  223. container.appendChild( renderer.domElement );
  224. //
  225. stats = new Stats();
  226. container.appendChild( stats.dom );
  227. //
  228. window.addEventListener( 'resize', onWindowResize );
  229. //
  230. setTimeout( () => testSerialization( serializeMesh ), 1000 );
  231. }
  232. function addMesh( geometry, material ) {
  233. const mesh = new THREE.Mesh( geometry, material );
  234. mesh.position.x = ( objects.length % 4 ) * 200 - 400;
  235. mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
  236. mesh.rotation.x = Math.random() * 200 - 100;
  237. mesh.rotation.y = Math.random() * 200 - 100;
  238. mesh.rotation.z = Math.random() * 200 - 100;
  239. objects.push( mesh );
  240. scene.add( mesh );
  241. }
  242. function testSerialization( mesh ) {
  243. const json = mesh.toJSON();
  244. const loader = new NodeObjectLoader();
  245. const serializedMesh = loader.parse( json );
  246. serializedMesh.position.x = ( objects.length % 4 ) * 200 - 400;
  247. serializedMesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
  248. const scriptableNode = serializedMesh.material.colorNode;
  249. // it's because local.get( 'material' ) is used in the example ( local/global is unserializable )
  250. scriptableNode.setLocal( 'material', serializedMesh.material );
  251. scriptableNode.setParameter( 'execFrom', 'serialized' );
  252. objects.push( serializedMesh );
  253. scene.add( serializedMesh );
  254. }
  255. function onWindowResize() {
  256. camera.aspect = window.innerWidth / window.innerHeight;
  257. camera.updateProjectionMatrix();
  258. renderer.setSize( window.innerWidth, window.innerHeight );
  259. }
  260. //
  261. function animate() {
  262. const timer = 0.0001 * Date.now();
  263. camera.position.x = Math.cos( timer ) * 1000;
  264. camera.position.z = Math.sin( timer ) * 1000;
  265. camera.lookAt( scene.position );
  266. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  267. const object = objects[ i ];
  268. object.rotation.x += 0.01;
  269. object.rotation.y += 0.005;
  270. }
  271. renderer.render( scene, camera );
  272. stats.update();
  273. }
  274. </script>
  275. </body>
  276. </html>