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Example webgpu_tsl_editor: Simple uv.x animation #26368

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Jul 4, 2023
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12 changes: 9 additions & 3 deletions examples/webgpu_tsl_editor.html
Original file line number Diff line number Diff line change
Expand Up @@ -126,15 +126,21 @@
const editorDOM = document.getElementById( 'source' );
const resultDOM = document.getElementById( 'result' );

const tslCode = `// Simple example
const tslCode = `// Simple uv.x animation

const { texture, uniform, vec4 } = TSL;
const { texture, uniform, vec2, vec4, uv, oscSine, timerLocal } = TSL;

//const samplerTexture = new THREE.Texture();
const samplerTexture = new THREE.TextureLoader().load( './textures/uv_grid_opengl.jpg' );
samplerTexture.wrapS = THREE.RepeatWrapping;
//samplerTexture.wrapT = THREE.RepeatWrapping;

const timer = timerLocal( .5 ); // .5 is speed
const uv0 = uv();
const animateUv = vec2( uv0.x.add( oscSine( timer ) ), uv0.y );
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By the way... Could we try adding support for something like vectorVariable.x.addAssign( something ), based on how we have that for VarNodes?

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Interesting you think this, because I was drafting something similar but using setXYZ(), like node.setX( x ), maybe node.addX( node ) too. I think that node.x.addAssign() seems more complicated.

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I like node.x.assign/addAssign more because it better mirrors the shader code -- i.e. var.x = something or var.x += something. It also feels more understandable for me.
(And to add all the *Assign things we should only add assign support for SplitNode -- other *Assigns will be supported automatically)

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It looks good 👍

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Merging now, anyway better to create a new PR for it.

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Would you rather work on it, or I work on it?

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@sunag sunag Jul 4, 2023

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Hmm... worries me a bit the users use just uv0.x.addAssign( oscSine( timer ) ); instead of const animateUv = uv0.x.addAssign( oscSine( timer ) );

const animateUv = uv0.x.addAssign( oscSine( timer ) );

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Maybe we should just note somewhere that they should either do const animateUv = temp( uv() ); animateUv.x.addAssign( oscSine( timer ) ) or const uv0 = uv(); const animateUv = uv0.x.addAssign( oscSine( timer ) ).

Would you rather work on it, or I work on it?

I think you can implement this better than me 👍

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// Example 1
const animateUv = temp( uv() ); 
animateUv.x.addAssign( oscSine( timer ) );

// Example 2
const uv0 = uv(); 
const animateUv = uv0.x.addAssign( oscSine( timer ) );

// Example 3
const uv0 = uv(); 
const animateUv = uv0.addX( oscSine( timer ) );

It seems that we have 3 options at now, .set*(), .add*() still seems more simple for me.

I think you can implement this better than me 👍

Thanks, but you'd do a great job all the same.

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It seems that we have 3 options at now, .set*(), .add*() still seems more simple for me.

I think we can try to support both first two options -- we can check in SplitNode whether the node it's acting on is VarNode, and if it is not it automatically makes it a such.


// label is optional
const myMap = texture( samplerTexture ).rgb.label( 'myTexture' );
const myMap = texture( samplerTexture, animateUv ).rgb.label( 'myTexture' );
const myColor = uniform( new THREE.Color( 0x0066ff ) ).label( 'myColor' );
const opacity = .7;

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