webgpu_materials.html 12 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, positionWorld, normalLocal, normalWorld, normalView, color, texture, ShaderNode, func, uv, vec2, vec3, vec4, oscSine, triplanarTexture, viewportBottomLeft, js, string, global, loop, 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. // PositionWorld
  67. material = new MeshBasicNodeMaterial();
  68. material.colorNode = positionWorld;
  69. materials.push( material );
  70. // NormalLocal
  71. material = new MeshBasicNodeMaterial();
  72. material.colorNode = normalLocal;
  73. materials.push( material );
  74. // NormalWorld
  75. material = new MeshBasicNodeMaterial();
  76. material.colorNode = normalWorld;
  77. materials.push( material );
  78. // NormalView
  79. material = new MeshBasicNodeMaterial();
  80. material.colorNode = normalView;
  81. materials.push( material );
  82. // Texture
  83. material = new MeshBasicNodeMaterial();
  84. material.colorNode = texture( uvTexture );
  85. materials.push( material );
  86. // Opacity
  87. material = new MeshBasicNodeMaterial();
  88. material.colorNode = color( 0x0099FF );
  89. material.opacityNode = texture( uvTexture );
  90. material.transparent = true;
  91. materials.push( material );
  92. // AlphaTest
  93. material = new MeshBasicNodeMaterial();
  94. material.colorNode = texture( uvTexture );
  95. material.opacityNode = texture( opacityTexture );
  96. material.alphaTestNode = 0.5;
  97. materials.push( material );
  98. // Normal
  99. material = new THREE.MeshNormalMaterial();
  100. material.opacity = .5;
  101. material.transparent = true;
  102. materials.push( material );
  103. //
  104. // ADVANCED
  105. //
  106. // Custom ShaderNode ( desaturate filter )
  107. const desaturateShaderNode = new ShaderNode( ( input ) => {
  108. return vec3( 0.299, 0.587, 0.114 ).dot( input.color.xyz );
  109. } );
  110. material = new MeshBasicNodeMaterial();
  111. material.colorNode = desaturateShaderNode.call( { color: texture( uvTexture ) } );
  112. materials.push( material );
  113. // Custom ShaderNode(no inputs) > Approach 2
  114. const desaturateNoInputsShaderNode = new ShaderNode( () => {
  115. return vec3( 0.299, 0.587, 0.114 ).dot( texture( uvTexture ).xyz );
  116. } );
  117. material = new MeshBasicNodeMaterial();
  118. material.colorNode = desaturateNoInputsShaderNode;
  119. materials.push( material );
  120. // Custom WGSL ( desaturate filter )
  121. const desaturateWGSLNode = func( `
  122. fn desaturate( color:vec3<f32> ) -> vec3<f32> {
  123. let lum = vec3<f32>( 0.299, 0.587, 0.114 );
  124. return vec3<f32>( dot( lum, color ) );
  125. }
  126. ` );
  127. material = new MeshBasicNodeMaterial();
  128. material.colorNode = desaturateWGSLNode.call( { color: texture( uvTexture ) } );
  129. materials.push( material );
  130. // Custom WGSL ( get texture from keywords )
  131. const getWGSLTextureSample = func( `
  132. fn getWGSLTextureSample( tex: texture_2d<f32>, tex_sampler: sampler, uv:vec2<f32> ) -> vec4<f32> {
  133. return textureSample( tex, tex_sampler, uv ) * vec4<f32>( 0.0, 1.0, 0.0, 1.0 );
  134. }
  135. ` );
  136. const textureNode = texture( uvTexture );
  137. //getWGSLTextureSample.keywords = { tex: textureNode, tex_sampler: sampler( textureNode ) };
  138. material = new MeshBasicNodeMaterial();
  139. material.colorNode = getWGSLTextureSample.call( { tex: textureNode, tex_sampler: textureNode, uv: uv() } );
  140. materials.push( material );
  141. // Triplanar Texture Mapping
  142. material = new MeshBasicNodeMaterial();
  143. material.colorNode = triplanarTexture( texture( uvTexture ) );
  144. materials.push( material );
  145. // Screen Projection Texture
  146. material = new MeshBasicNodeMaterial();
  147. material.colorNode = texture( uvTexture, viewportBottomLeft );
  148. materials.push( material );
  149. // Loop
  150. material = new MeshBasicNodeMaterial();
  151. materials.push( material );
  152. const loopCount = 10;
  153. material.colorNode = loop( loopCount, ( { i }, stack ) => {
  154. const output = vec4().temp();
  155. const scale = oscSine().mul( .09 ); // just a value to test
  156. const scaleI = scale.mul( i );
  157. const scaleINeg = scaleI.negate();
  158. const leftUV = uv().add( vec2( scaleI, 0 ) );
  159. const rightUV = uv().add( vec2( scaleINeg, 0 ) );
  160. const topUV = uv().add( vec2( 0, scaleI ) );
  161. const bottomUV = uv().add( vec2( 0, scaleINeg ) );
  162. stack.assign( output, output.add( texture( uvTexture, leftUV ) ) );
  163. stack.assign( output, output.add( texture( uvTexture, rightUV ) ) );
  164. stack.assign( output, output.add( texture( uvTexture, topUV ) ) );
  165. stack.assign( output, output.add( texture( uvTexture, bottomUV ) ) );
  166. return output.div( loopCount * 4 );
  167. } );
  168. // Scriptable
  169. global.set( 'THREE', THREE );
  170. global.set( 'TSL', Nodes );
  171. const asyncNode = js( `
  172. layout = {
  173. outputType: 'node'
  174. };
  175. const { float } = TSL;
  176. function init() {
  177. setTimeout( () => {
  178. local.set( 'result', float( 1.0 ) );
  179. refresh(); // refresh the node
  180. }, 1000 );
  181. return float( 0.0 );
  182. }
  183. function main() {
  184. const result = local.get( 'result', init );
  185. //console.log( 'result', result );
  186. return result;
  187. }
  188. ` ).scriptable();
  189. const scriptableNode = js( `
  190. layout = {
  191. outputType: 'node',
  192. elements: [
  193. { name: 'source', inputType: 'node' },
  194. { name: 'contrast', inputType: 'node' },
  195. { name: 'vector3', inputType: 'Vector3' },
  196. { name: 'message', inputType: 'string' },
  197. { name: 'binary', inputType: 'ArrayBuffer' },
  198. { name: 'object3d', inputType: 'Object3D' },
  199. { name: 'execFrom', inputType: 'string' }
  200. ]
  201. };
  202. const { saturation, float, oscSine, mul } = TSL;
  203. function helloWorld() {
  204. console.log( "Hello World!" );
  205. }
  206. function main() {
  207. const source = parameters.get( 'source' ) || float();
  208. const contrast = parameters.get( 'contrast' ) || float();
  209. const material = local.get( 'material' );
  210. //console.log( 'vector3', parameters.get( 'vector3' ) );
  211. if ( parameters.get( 'execFrom' ) === 'serialized' ) {
  212. //console.log( 'message', parameters.get( 'message' ).value );
  213. //console.log( 'binary', parameters.get( 'binary' ) );
  214. //console.log( 'object3d', parameters.get( 'object3d' ) ); // unserializable yet
  215. //console.log( global.get( 'renderer' ) );
  216. }
  217. if ( material ) material.needsUpdate = true;
  218. return mul( saturation( source, oscSine() ), contrast );
  219. }
  220. output = { helloWorld };
  221. ` ).scriptable();
  222. scriptableNode.setParameter( 'source', texture( uvTexture ).xyz );
  223. scriptableNode.setParameter( 'contrast', asyncNode );
  224. scriptableNode.setParameter( 'vector3', vec3( new THREE.Vector3( 1, 1, 1 ) ) );
  225. scriptableNode.setParameter( 'message', string( 'Hello World!' ) );
  226. scriptableNode.setParameter( 'binary', new ArrayBuffer( 4 ) );
  227. scriptableNode.setParameter( 'object3d', new THREE.Group() );
  228. scriptableNode.call( 'helloWorld' );
  229. material = new MeshBasicNodeMaterial();
  230. material.colorNode = scriptableNode;
  231. materials.push( material );
  232. scriptableNode.setLocal( 'material', material );
  233. //
  234. // Geometry
  235. //
  236. const geometry = new TeapotGeometry( 50, 18 );
  237. for ( let i = 0, l = materials.length; i < l; i ++ ) {
  238. addMesh( geometry, materials[ i ] );
  239. }
  240. const serializeMesh = scene.children[ scene.children.length - 1 ];
  241. //
  242. renderer = new WebGPURenderer();
  243. renderer.setPixelRatio( window.devicePixelRatio );
  244. renderer.setSize( window.innerWidth, window.innerHeight );
  245. renderer.setAnimationLoop( animate );
  246. container.appendChild( renderer.domElement );
  247. //
  248. stats = new Stats();
  249. container.appendChild( stats.dom );
  250. //
  251. window.addEventListener( 'resize', onWindowResize );
  252. //
  253. setTimeout( () => testSerialization( serializeMesh ), 1000 );
  254. }
  255. function addMesh( geometry, material ) {
  256. const mesh = new THREE.Mesh( geometry, material );
  257. mesh.position.x = ( objects.length % 4 ) * 200 - 400;
  258. mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
  259. mesh.rotation.x = Math.random() * 200 - 100;
  260. mesh.rotation.y = Math.random() * 200 - 100;
  261. mesh.rotation.z = Math.random() * 200 - 100;
  262. objects.push( mesh );
  263. scene.add( mesh );
  264. }
  265. function testSerialization( mesh ) {
  266. const json = mesh.toJSON();
  267. const loader = new NodeObjectLoader();
  268. const serializedMesh = loader.parse( json );
  269. serializedMesh.position.x = ( objects.length % 4 ) * 200 - 400;
  270. serializedMesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;
  271. const scriptableNode = serializedMesh.material.colorNode;
  272. // it's because local.get( 'material' ) is used in the example ( local/global is unserializable )
  273. scriptableNode.setLocal( 'material', serializedMesh.material );
  274. scriptableNode.setParameter( 'execFrom', 'serialized' );
  275. objects.push( serializedMesh );
  276. scene.add( serializedMesh );
  277. }
  278. function onWindowResize() {
  279. camera.aspect = window.innerWidth / window.innerHeight;
  280. camera.updateProjectionMatrix();
  281. renderer.setSize( window.innerWidth, window.innerHeight );
  282. }
  283. //
  284. function animate() {
  285. const timer = 0.0001 * Date.now();
  286. camera.position.x = Math.cos( timer ) * 1000;
  287. camera.position.z = Math.sin( timer ) * 1000;
  288. camera.lookAt( scene.position );
  289. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  290. const object = objects[ i ];
  291. object.rotation.x += 0.01;
  292. object.rotation.y += 0.005;
  293. }
  294. renderer.render( scene, camera );
  295. stats.update();
  296. }
  297. </script>
  298. </body>
  299. </html>