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Merge pull request #21350 from sunag/nodematerial-shared-uniforms
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WebGPU: Fix material compile per object and new instance uniform example
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mrdoob committed Feb 24, 2021
2 parents a2126eb + c3f8316 commit 29fbc87
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Showing 8 changed files with 214 additions and 21 deletions.
1 change: 1 addition & 0 deletions examples/files.json
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Expand Up @@ -315,6 +315,7 @@
],
"webgpu": [
"webgpu_compute",
"webgpu_instance_uniform",
"webgpu_materials",
"webgpu_rtt",
"webgpu_sandbox"
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3 changes: 2 additions & 1 deletion examples/jsm/renderers/nodes/inputs/ColorNode.js
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@@ -1,8 +1,9 @@
import InputNode from '../core/InputNode.js';
import { Color } from '../../../../../build/three.module.js';

class ColorNode extends InputNode {

constructor( value ) {
constructor( value = new Color() ) {

super( 'color' );

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3 changes: 2 additions & 1 deletion examples/jsm/renderers/nodes/inputs/Vector2Node.js
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@@ -1,8 +1,9 @@
import InputNode from '../core/InputNode.js';
import { Vector2 } from '../../../../../build/three.module.js';

class Vector2Node extends InputNode {

constructor( value ) {
constructor( value = new Vector2() ) {

super( 'vec2' );

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5 changes: 2 additions & 3 deletions examples/jsm/renderers/webgpu/WebGPUBindings.js
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Expand Up @@ -24,12 +24,11 @@ class WebGPUBindings {
if ( data === undefined ) {

const pipeline = this.pipelines.get( object );
const material = object.material;

const nodeBuilder = this.nodes.get( material );

// each material defines an array of bindings (ubos, textures, samplers etc.)

const nodeBuilder = this.nodes.get( object );

const bindings = nodeBuilder.getBindings();

// setup (static) binding layout and (dynamic) binding group
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11 changes: 2 additions & 9 deletions examples/jsm/renderers/webgpu/WebGPURenderPipelines.js
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Expand Up @@ -57,7 +57,7 @@ class WebGPURenderPipelines {

// get shader

const nodeBuilder = this.nodes.get( material );
const nodeBuilder = this.nodes.get( object );

// shader modules

Expand Down Expand Up @@ -792,22 +792,15 @@ class WebGPURenderPipelines {
function onMaterialDispose( event ) {

const properties = this.properties;
const nodes = this.nodes;
const shaderModules = this.shaderModules;

const material = event.target;
const materialProperties = properties.get( material );
const nodeBuilder = nodes.get( material );

material.removeEventListener( 'dispose', materialProperties.disposeCallback );

properties.remove( material );
nodes.remove( material );

shaderModules.vertex.delete( nodeBuilder.vertexShader );
shaderModules.fragment.delete( nodeBuilder.fragmentShader );

// @TODO: still needed remove bindings and pipeline
// @TODO: still needed remove nodes, bindings and pipeline

}

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14 changes: 7 additions & 7 deletions examples/jsm/renderers/webgpu/nodes/WebGPUNodes.js
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Expand Up @@ -13,25 +13,25 @@ class WebGPUNodes {

}

get( material ) {
get( object ) {

let nodeBuilder = this.builders.get( material );
let nodeBuilder = this.builders.get( object );

if ( nodeBuilder === undefined ) {

nodeBuilder = new WebGPUNodeBuilder( material, this.renderer ).build();
nodeBuilder = new WebGPUNodeBuilder( object.material, this.renderer ).build();

this.builders.set( material, nodeBuilder );
this.builders.set( object, nodeBuilder );

}

return nodeBuilder;

}

remove( material ) {
remove( object ) {

this.builders.delete( material );
this.builders.delete( object );

}

Expand All @@ -45,7 +45,7 @@ class WebGPUNodes {

const material = object.material;

const nodeBuilder = this.get( material );
const nodeBuilder = this.get( object );
const nodeFrame = this.nodeFrame;

nodeFrame.material = material;
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Binary file added examples/screenshots/webgpu_instance_uniform.jpg
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198 changes: 198 additions & 0 deletions examples/webgpu_instance_uniform.html
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@@ -0,0 +1,198 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - instance uniform</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgpu materials
</div>

<script type="module">

import * as THREE from '../build/three.module.js';

import WebGPURenderer from './jsm/renderers/webgpu/WebGPURenderer.js';
import WebGPU from './jsm/renderers/webgpu/WebGPU.js';

import { TeapotGeometry } from './jsm/geometries/TeapotGeometry.js';

import Node from './jsm/renderers/nodes/core/Node.js';
import AttributeNode from './jsm/renderers/nodes/core/AttributeNode.js';
import { NodeUpdateType } from './jsm/renderers/nodes/core/constants.js';
import ColorNode from './jsm/renderers/nodes/inputs/ColorNode.js';

import Stats from './jsm/libs/stats.module.js';

class InstanceUniformNode extends Node {

constructor() {

super( 'vec3' );

this.updateType = NodeUpdateType.Object;

this.inputNode = new ColorNode();

}

update( frame ) {

const mesh = frame.object;

this.inputNode.value.copy( mesh.color );

}

generate( builder, output ) {

return this.inputNode.build( builder, output );

}

}

let stats;

let camera, scene, renderer;

const objects = [];

init().then( animate ).catch( error );

async function init() {

if ( WebGPU.isAvailable() === false ) {

document.body.appendChild( WebGPU.getErrorMessage() );

throw 'No WebGPU support';

}

const container = document.createElement( 'div' );
document.body.appendChild( container );

camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0, 200, 800 );

scene = new THREE.Scene();

// Grid

const helper = new THREE.GridHelper( 1000, 40, 0x303030, 0x303030 );
helper.material.colorNode = new AttributeNode( 'color', 'vec3' );
helper.position.y = - 75;
scene.add( helper );

// Materials

const instanceUniform = new InstanceUniformNode();

const material = new THREE.MeshBasicMaterial();
material.colorNode = instanceUniform;

// Geometry

const geometry = new TeapotGeometry( 50, 18 );

for ( let i = 0, l = 12; i < l; i ++ ) {

addMesh( geometry, material );

}

//

renderer = new WebGPURenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );

//

stats = new Stats();
container.appendChild( stats.dom );

//

window.addEventListener( 'resize', onWindowResize );

return renderer.init();

}

function addMesh( geometry, material ) {

const mesh = new THREE.Mesh( geometry, material );

mesh.color = new THREE.Color( Math.random() * 0xffffff );

mesh.position.x = ( objects.length % 4 ) * 200 - 400;
mesh.position.z = Math.floor( objects.length / 4 ) * 200 - 200;

mesh.rotation.x = Math.random() * 200 - 100;
mesh.rotation.y = Math.random() * 200 - 100;
mesh.rotation.z = Math.random() * 200 - 100;

objects.push( mesh );

scene.add( mesh );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

//

function animate() {

requestAnimationFrame( animate );

render();
stats.update();

}

function render() {

const timer = 0.0001 * Date.now();

camera.position.x = Math.cos( timer ) * 1000;
camera.position.z = Math.sin( timer ) * 1000;

camera.lookAt( scene.position );

for ( let i = 0, l = objects.length; i < l; i ++ ) {

const object = objects[ i ];

object.rotation.x += 0.01;
object.rotation.y += 0.005;

}

renderer.render( scene, camera );

}

function error( error ) {

console.error( error );

}

</script>

</body>
</html>

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