未验证 提交 29fbc878 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #21350 from sunag/nodematerial-shared-uniforms

WebGPU: Fix material compile per object and new instance uniform example
......@@ -315,6 +315,7 @@
],
"webgpu": [
"webgpu_compute",
"webgpu_instance_uniform",
"webgpu_materials",
"webgpu_rtt",
"webgpu_sandbox"
......
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' );
......
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' );
......
......@@ -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
......
......@@ -57,7 +57,7 @@ class WebGPURenderPipelines {
// get shader
const nodeBuilder = this.nodes.get( material );
const nodeBuilder = this.nodes.get( object );
// shader modules
......@@ -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
}
......
......@@ -13,15 +13,15 @@ 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 );
}
......@@ -29,9 +29,9 @@ class WebGPUNodes {
}
remove( material ) {
remove( object ) {
this.builders.delete( material );
this.builders.delete( object );
}
......@@ -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;
......
<!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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