webgpu_tsl_editor.html 6.6 KB

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  1. <html lang="en">
  2. <head>
  3. <title>three.js - webgpu - tsl editor</title>
  4. <meta charset="utf-8">
  5. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  6. <link type="text/css" rel="stylesheet" href="main.css">
  7. </head>
  8. <body>
  9. <style>
  10. #source {
  11. position: absolute;
  12. top: 0;
  13. left: 0;
  14. width: 50%;
  15. height: 100%;
  16. }
  17. #result {
  18. position: absolute;
  19. top: 0;
  20. right: 0;
  21. width: 50%;
  22. height: 100%;
  23. }
  24. #renderer {
  25. position: absolute;
  26. bottom: 15px;
  27. right: calc( 50% + 15px );
  28. width: 200px;
  29. height: 200px;
  30. z-index: 100;
  31. pointer-events: none;
  32. }
  33. </style>
  34. <div id="source"></div>
  35. <div id="result"></div>
  36. <div id="renderer"></div>
  37. <script src="https://cdn.jsdelivr.net/npm/monaco-editor@latest/min/vs/loader.min.js"></script>
  38. <script type="importmap">
  39. {
  40. "imports": {
  41. "three": "../build/three.module.js",
  42. "three/addons/": "./jsm/",
  43. "three/nodes": "./jsm/nodes/Nodes.js"
  44. }
  45. }
  46. </script>
  47. <script type="module">
  48. import * as THREE from 'three';
  49. import * as Nodes from 'three/nodes';
  50. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  51. import WebGL from 'three/addons/capabilities/WebGL.js';
  52. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  53. import WGSLNodeBuilder from 'three/addons/renderers/webgpu/nodes/WGSLNodeBuilder.js';
  54. import GLSLNodeBuilder from 'three/addons/renderers/webgl/nodes/GLSLNodeBuilder.js';
  55. import GLSL1NodeBuilder from 'three/addons/renderers/webgl-legacy/nodes/GLSL1NodeBuilder.js';
  56. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  57. init();
  58. function init() {
  59. if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {
  60. document.body.appendChild( WebGPU.getErrorMessage() );
  61. throw new Error( 'No WebGPU or WebGL2 support' );
  62. }
  63. // add the depedencies
  64. const width = 200;
  65. const height = 200;
  66. const camera = new THREE.PerspectiveCamera( 70, width / height, 0.1, 10 );
  67. camera.position.z = .72;
  68. camera.lookAt( 0, 0, 0 );
  69. const scene = new THREE.Scene();
  70. scene.background = new THREE.Color( 0x222222 );
  71. const rendererDOM = document.getElementById( 'renderer' );
  72. const renderer = new WebGPURenderer( { antialias: true } );
  73. renderer.outputColorSpace = THREE.LinearSRGBColorSpace;
  74. renderer.setPixelRatio( window.devicePixelRatio );
  75. renderer.setSize( 200, 200 );
  76. rendererDOM.appendChild( renderer.domElement );
  77. const material = new Nodes.NodeMaterial();
  78. material.fragmentNode = Nodes.vec4( 0, 0, 0, 1 );
  79. const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ), material );
  80. scene.add( mesh );
  81. renderer.setAnimationLoop( () => {
  82. renderer.render( scene, camera );
  83. } );
  84. // editor
  85. window.require.config( { paths: { 'vs': 'https://cdn.jsdelivr.net/npm/monaco-editor@latest/min/vs' } } );
  86. require( [ 'vs/editor/editor.main' ], () => {
  87. const options = {
  88. shader: 'fragment',
  89. outputColorSpace: THREE.LinearSRGBColorSpace,
  90. output: 'WGSL',
  91. preview: true
  92. };
  93. let timeout = null;
  94. let nodeBuilder = null;
  95. const editorDOM = document.getElementById( 'source' );
  96. const resultDOM = document.getElementById( 'result' );
  97. const tslCode = `// Simple uv.x animation
  98. const { texture, uniform, vec2, vec4, uv, oscSine, timerLocal } = TSL;
  99. //const samplerTexture = new THREE.Texture();
  100. const samplerTexture = new THREE.TextureLoader().load( './textures/uv_grid_opengl.jpg' );
  101. samplerTexture.wrapS = THREE.RepeatWrapping;
  102. //samplerTexture.wrapT = THREE.RepeatWrapping;
  103. //samplerTexture.colorSpace = THREE.SRGBColorSpace;
  104. const timer = timerLocal( .5 ); // .5 is speed
  105. const uv0 = uv();
  106. const animateUv = vec2( uv0.x.add( oscSine( timer ) ), uv0.y );
  107. // label is optional
  108. const myMap = texture( samplerTexture, animateUv ).rgb.label( 'myTexture' );
  109. const myColor = uniform( new THREE.Color( 0x0066ff ) ).label( 'myColor' );
  110. const opacity = .7;
  111. const desaturatedMap = myMap.rgb.saturation( 0 ); // try add .temp( 'myVar' ) after saturation()
  112. const finalColor = desaturatedMap.add( myColor );
  113. output = vec4( finalColor, opacity );
  114. `;
  115. const editor = window.monaco.editor.create( editorDOM, {
  116. value: tslCode,
  117. language: 'javascript',
  118. theme: 'vs-dark',
  119. automaticLayout: true,
  120. minimap: { enabled: false }
  121. } );
  122. const result = window.monaco.editor.create( resultDOM, {
  123. value: '',
  124. language: 'wgsl',
  125. theme: 'vs-dark',
  126. automaticLayout: true,
  127. readOnly: true,
  128. minimap: { enabled: false }
  129. } );
  130. const showCode = () => {
  131. result.setValue( nodeBuilder[ options.shader + 'Shader' ] );
  132. result.revealLine( 1 );
  133. };
  134. const build = () => {
  135. try {
  136. const tslCode = `let output = null;\n${ editor.getValue() }\nreturn { output };`;
  137. const nodes = new Function( 'THREE', 'TSL', tslCode )( THREE, Nodes );
  138. mesh.material.fragmentNode = nodes.output;
  139. mesh.material.needsUpdate = true;
  140. let NodeBuilder;
  141. if ( options.output === 'WGSL' ) {
  142. NodeBuilder = WGSLNodeBuilder;
  143. } else if ( options.output === 'GLSL ES 3.0' ) {
  144. NodeBuilder = GLSLNodeBuilder;
  145. } else {
  146. NodeBuilder = GLSL1NodeBuilder;
  147. }
  148. nodeBuilder = new NodeBuilder( mesh, renderer );
  149. nodeBuilder.build();
  150. showCode();
  151. // extra debug info
  152. /*const style = 'background-color: #333; color: white; font-style: italic; border: 2px solid #777; font-size: 22px;';
  153. console.log( '%c [ WGSL ] Vertex Shader ', style );
  154. console.log( nodeBuilder.vertexShader );
  155. console.log( '%c [ WGSL ] Fragment Shader ', style );
  156. console.log( nodeBuilder.fragmentShader );*/
  157. } catch ( e ) {
  158. result.setValue( 'Error: ' + e.message );
  159. }
  160. };
  161. build();
  162. editor.getModel().onDidChangeContent( () => {
  163. if ( timeout ) clearTimeout( timeout );
  164. timeout = setTimeout( build, 1000 );
  165. } );
  166. // gui
  167. const gui = new GUI();
  168. gui.add( options, 'output', [ 'WGSL', 'GLSL ES 3.0', 'GLSL' ] ).onChange( build );
  169. gui.add( options, 'shader', [ 'vertex', 'fragment' ] ).onChange( showCode );
  170. gui.add( options, 'outputColorSpace', [ THREE.LinearSRGBColorSpace, THREE.SRGBColorSpace ] ).onChange( ( value ) => {
  171. renderer.outputColorSpace = value;
  172. build();
  173. } );
  174. gui.add( options, 'preview' ).onChange( ( value ) => {
  175. rendererDOM.style.display = value ? '' : 'none';
  176. } );
  177. } );
  178. }
  179. </script>
  180. </body>
  181. </html>