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WebGPU: Introduce Fat Points (#26930)
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* Introduce Fat Points

* Introduce FatPointsNodeMaterial

* Enable damping

* Clean up

* Clean up

* Clean up

* Clean up

* Delete FatPointsMaterial

* Clean up

* Add screenshot

* Updated files
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WestLangley committed Oct 14, 2023
1 parent a1bad17 commit c44c4ec
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Showing 10 changed files with 618 additions and 0 deletions.
1 change: 1 addition & 0 deletions examples/files.json
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Expand Up @@ -339,6 +339,7 @@
"webgpu_morphtargets",
"webgpu_occlusion",
"webgpu_particles",
"webgpu_points_fat",
"webgpu_rtt",
"webgpu_sandbox",
"webgpu_shadowmap",
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1 change: 1 addition & 0 deletions examples/jsm/nodes/Nodes.js
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Expand Up @@ -72,6 +72,7 @@ export { default as BufferNode, buffer } from './accessors/BufferNode.js';
export { default as CameraNode, cameraProjectionMatrix, cameraViewMatrix, cameraNormalMatrix, cameraWorldMatrix, cameraPosition, cameraNear, cameraFar } from './accessors/CameraNode.js';
export { default as CubeTextureNode, cubeTexture } from './accessors/CubeTextureNode.js';
export { default as ExtendedMaterialNode, materialNormal } from './accessors/ExtendedMaterialNode.js';
export { default as FatPointsMaterialNode, materialPointWidth } from './accessors/FatPointsMaterialNode.js';
export { default as InstanceNode, instance } from './accessors/InstanceNode.js';
export { default as LineMaterialNode, materialLineDashSize, materialLineDashOffset, materialLineGapSize, materialLineScale, materialLineWidth } from './accessors/LineMaterialNode.js';
export { default as MaterialNode, materialAlphaTest, materialColor, materialShininess, materialEmissive, materialOpacity, materialSpecularColor, materialReflectivity, materialRoughness, materialMetalness, materialRotation, materialSheen, materialSheenRoughness } from './accessors/MaterialNode.js';
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21 changes: 21 additions & 0 deletions examples/jsm/nodes/accessors/FatPointsMaterialNode.js
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import MaterialNode from './MaterialNode.js';
import { addNodeClass } from '../core/Node.js';
import { nodeImmutable } from '../shadernode/ShaderNode.js';

class FatPointsMaterialNode extends MaterialNode {

setup( /*builder*/ ) {

return this.getFloat( this.scope );

}

}

FatPointsMaterialNode.POINTWIDTH = 'pointWidth';

export default FatPointsMaterialNode;

export const materialPointWidth = nodeImmutable( FatPointsMaterialNode, FatPointsMaterialNode.POINTWIDTH );

addNodeClass( 'FatPointsMaterialNode', FatPointsMaterialNode );
1 change: 1 addition & 0 deletions examples/jsm/nodes/core/PropertyNode.js
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Expand Up @@ -55,5 +55,6 @@ export const shininess = nodeImmutable( PropertyNode, 'float', 'Shininess' );
export const output = nodeImmutable( PropertyNode, 'vec4', 'Output' );
export const dashSize = nodeImmutable( PropertyNode, 'float', 'dashSize' );
export const gapSize = nodeImmutable( PropertyNode, 'float', 'gapSize' );
export const pointWidth = nodeImmutable( PropertyNode, 'float', 'pointWidth' );

addNodeClass( 'PropertyNode', PropertyNode );
164 changes: 164 additions & 0 deletions examples/jsm/nodes/materials/FatPointsNodeMaterial.js
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import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
import { varying } from '../core/VaryingNode.js';
import { property } from '../core/PropertyNode.js';
import { attribute } from '../core/AttributeNode.js';
import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
import { materialColor } from '../accessors/MaterialNode.js';
import { modelViewMatrix } from '../accessors/ModelNode.js';
import { positionGeometry } from '../accessors/PositionNode.js';
import { smoothstep } from '../math/MathNode.js';
import { tslFn, vec2, vec4 } from '../shadernode/ShaderNode.js';
import { uv } from '../accessors/UVNode.js';
import { materialPointWidth } from '../accessors/FatPointsMaterialNode.js'; // or should this be a property, instead?
import { viewport } from '../display/ViewportNode.js';
import { color } from 'three/nodes';

import { PointsMaterial } from 'three';

const defaultValues = new PointsMaterial();

class FatPointsNodeMaterial extends NodeMaterial {

constructor( params = {} ) {

super();

this.normals = false;

this.lights = false;

this.useAlphaToCoverage = true;

this.useColor = params.vertexColors;

this.pointWidth = 1;

this.pointColorNode = null;

this.setDefaultValues( defaultValues );

this.setupShaders();

this.setValues( params );

}

setupShaders() {

const useAlphaToCoverage = this.alphaToCoverage;
const useColor = this.useColor;

this.vertexNode = tslFn( () => {

//vUv = uv;
varying( vec2(), 'vUv' ).assign( uv() ); // @TODO: Analyze other way to do this

const instancePosition = attribute( 'instancePosition' );

// camera space
const mvPos = property( 'vec4', 'mvPos' );
mvPos.assign( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );

const aspect = viewport.z.div( viewport.w );

// clip space
const clipPos = cameraProjectionMatrix.mul( mvPos );

// offset in ndc space
const offset = property( 'vec2', 'offset' );
offset.assign( positionGeometry.xy );
offset.assign( offset.mul( materialPointWidth ) );
offset.assign( offset.div( viewport.z ) );
offset.y.assign( offset.y.mul( aspect ) );

// back to clip space
offset.assign( offset.mul( clipPos.w ) );

//clipPos.xy += offset;
clipPos.assign( clipPos.add( vec4( offset, 0, 0 ) ) );

return clipPos;

//vec4 mvPosition = mvPos; // this was used for somethihng...

} )();

this.colorNode = tslFn( () => {

const vUv = varying( vec2(), 'vUv' );

// force assignment into correct place in flow
const alpha = property( 'float', 'alpha' );
alpha.assign( 1 );

const a = vUv.x;
const b = vUv.y;

const len2 = a.mul( a ).add( b.mul( b ) );

if ( useAlphaToCoverage ) {

// force assignment out of following 'if' statement - to avoid uniform control flow errors
const dlen = property( 'float', 'dlen' );
dlen.assign( len2.fwidth() );

alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );

} else {

len2.greaterThan( 1.0 ).discard();

}

let pointColorNode;

if ( this.pointColorNode ) {

pointColorNode = this.pointColorNode;

} else {

if ( useColor ) {

const instanceColor = attribute( 'instanceColor' );

pointColorNode = color( instanceColor ).mul( color( materialColor ) );

} else {

pointColorNode = materialColor;

}

}

return vec4( pointColorNode, alpha );

} )();

this.needsUpdate = true;

}

get alphaToCoverage() {

return this.useAlphaToCoverage;

}

set alphaToCoverage( value ) {

if ( this.useAlphaToCoverage !== value ) {

this.useAlphaToCoverage = value;
this.setupShaders();

}

}

}

export default FatPointsNodeMaterial;

addNodeMaterial( 'FatPointsNodeMaterial', FatPointsNodeMaterial );
1 change: 1 addition & 0 deletions examples/jsm/nodes/materials/Materials.js
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// @TODO: We can simplify "export { default as SomeNode, other, exports } from '...'" to just "export * from '...'" if we will use only named exports

export { default as NodeMaterial, addNodeMaterial, createNodeMaterialFromType } from './NodeMaterial.js';
export { default as FatPointsNodeMaterial } from './FatPointsNodeMaterial.js';
export { default as LineBasicNodeMaterial } from './LineBasicNodeMaterial.js';
export { default as LineDashedNodeMaterial } from './LineDashedNodeMaterial.js';
export { default as Line2NodeMaterial } from './Line2NodeMaterial.js';
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21 changes: 21 additions & 0 deletions examples/jsm/points/FatPoints.js
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import {
Mesh
} from 'three';
import { FatPointsGeometry } from '../points/FatPointsGeometry.js';
import { FatPointsNodeMaterial } from 'three/nodes';

class FatPoints extends Mesh {

constructor( geometry = new FatPointsGeometry(), material = new FatPointsNodeMaterial() ) {

super( geometry, material );

this.isFatPoints = true;

this.type = 'FatPoints';

}

}

export { FatPoints };

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