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Modules #9310
Modules #9310
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I tested both the legacy monolith via script-include (/build/three.js) and modules under /src/ in Webpack. Both worked flawless. The only addition one has to make in order to get it to work in Webpack is:
And in webpack.config.js under the loaders section:
Rollup seems to be a perfect fit for building this. Compared to the old build-system it is crazy how fast and lean it is. Compiling the lib took one or two seconds. Can we please move on with this? Seeing as it doesn't seem to break examples and is already giving the source code a more logical touch, this could be the foundation of THREE-next. I feel like this is exactly what people have been asking for and it's pretty much served on a silver platter here. |
Greak work @Rich-Harris. IMO, this would be a huge step forward as far as maintainability and extensability is concerned. To build confidence in this PR, it would be nice if the examples in the CI for this branch worked, but for some reason it seems like the |
@GGAlanSmithee thanks – it looks like the CI server is using the old build script and concating all the |
BTW this conversion has been done before and not previously accepted: #7131 Might be worth to compare/contrast with that PR and also look at the discussion that followed. PRs with long discussions tend not to get merged, thus try to be focused and clear. Also this PR will mess up all other outstanding PRs. This types of breaking PRs generally should be done surgically -- planned, approved, executed and merged, the last two steps being done quickly together. Here is an example of a breaking PR that I did recently - #8223 |
@bhouston Thanks. This is different to #7131 though – it introduces the fewest possible changes to the source code, doesn't add any extraneous stuff (Grunt, linting, package.json changes etc), is future-proof (no legacy CommonJS stuff) and decreases the bundle size rather than increasing it. If you review the thread it was actually closed by the author in favour of the approach presented here.
It's not a breaking PR :-) As far as consumers of the library are concerned nothing changes. The bulk of the work is done by a script, and the manual parts could also be scripted if the conversion needed to be rerun. That's deliberate, so that it's possible to wait for a more opportune time to do the conversion (i.e. after a few of those other PRs have been merged) if that's what the maintainers want. Honestly though, there will never be a good time to convert an entire codebase to modules, and it's very hard to do incrementally, so it may be better to just rip the bandaid off – the sooner the codebase is modularised, the sooner it'll start paying dividends. A lot of those other PRs won't even be affected – for example https://github.com/mrdoob/three.js/pull/9307/files doesn't touch any code that this PR touches – and the rest will be very straightforward to update because the source code changes are relatively minimal. I understand that it's a short-term source of pain, but this is something that the community has been asking for for a long time, and as far as I can see that short-term pain is a) the only reason not to push forward with this, and b) outweighed by the considerable benefits. |
So all examples work including those bringing in files from examples/js? Particularly do the postprocessing examples work? Please note that mrdoob's preferred compiler is the ClosureCompiler, we have looked before to swithcing to ugly.js but haven't because ClosureCompiler produced better results. |
All the examples bar one – http://threejs.org/examples/#webgl_mirror_nodes – which works, but without the reflective splat on the floor. I got a 'Shader couldn't compile' error that I'm not sure how to debug. I checked them all, the others appear to work normally. Unfortunately I'm not yet sure how to get the CI server to use the All the postprocessing examples work identically to the ones on threejs.org/examples.
No problem, can use CC instead. I just used Uglify because that's what's specified in package.json and build.js – I didn't see any references to CC? |
mrdoob prefers to use the build.sh/build.bat script I believe - or at least did: https://github.com/mrdoob/three.js/blob/dev/utils/build/build.py here is an unmerged PR that uses closure compiler in the buildjs file, very easy to use: #8366 |
@Rich-Harris There's a blob of code defined twice in lights_pars.glsl and ambient_pars.glsl. It ends up doubled in the shader blob because PhongNode.js includes both. |
It looks to me like an error on THREEs side. This seems to fix it:
|
Errors unrelated to this PR should probably be fixed in other PRs. Keeps this one clean and focused. |
@bhouston It is the error that crashes webgl_mirror_nodes as mentioned by @Rich-Harris above, the only example that does not seem to work. It is probably not Rollups fault and if fixed, we have 100% coverage. |
@drcmda that does indeed fix it. Not sure why the fix wouldn't be necessary on the master branch, but I'm sure there's a reason... Happy to include the fix in this PR, just let me know what's best. Thanks. @bhouston I've created a separate branch on my fork (based off this branch) that swaps Uglify out for CC – brings the bundle size down to 383kb. Should I merge it into this branch? |
Thanks a lot for this mammoth of a PR!! I've done a bit of review and overall looks good! 😁 However, the only thing that I'm curious about is all these new Using this approach we can no longer do |
You can do object instanceof Mesh, it wouldn't affect the user or break projects. But in the modular codebase it creates lots of cyclical dependencies and adds size (imports). I believe Webpack 1 couldn't even create a lean build when everything is interlinked, even if single objects are picked out for a project. |
Exactly – for example, any project that used I don't know how important it is to have an |
Instead of the this.isBoxGeometry, we should just have this.className or this.typeName or something to that effect. BTW if @mrdoob is in favor of merging this, we should do it soon. These types of PRs rot quickly. Going to modules (as well as the full ES2016) is needed at some point, when is the right time is up @mrdoob. Does this change only support ES2016 modules or all of ES2016 via transpiling a la babel? With Clara,io we use babel with webpack. |
I would be in favor of merging and then checking if everything works in all use cases. I would recommend doing this with at least two weeks prior to a major release. Thus maybe if @mrdoob does a release on the 15 of this month as he has sort of been doing, then we should merge this immediately after. |
I considered that – the issue there is that an object may instantiate multiple classes. For example you might check
It's only modules for now – I figured other ES2015 features could come later. Very easy to integrate into the build process – you'd just add rollup-plugin-babel or rollup-plugin-buble to the |
We already have |
Just poking in since this is a largely used module that might be affected if browser bundlers comply to Node's interop spec. Can we avoid default exports? they lead to a ton of Node core's interop spec is going to change this week after the CTC meeting. Property hoisting for CJS modules cannot be implemented like it is in babel at the VM level. It should largely not affect this PR if the consumer codebase is only ES modules, but it should be noted:
|
@bmeck hey there!
There's no default exports in sight, I made sure of that :-)
Presumably that's a concern for bundlers rather than library authors? Let me know if there's something Rollup needs to do – we're currently adding the widely used
No, there's no need for But if in future you adopt a transpiler (i.e. Babel or Bublé) then you could do this sort of thing: import { Geometry } from '../../core/Geometry';
import { BoxBufferGeometry } from './BoxBufferGeometry';
export class BoxGeometry extends Geometry {
constructor ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
super();
// one of these is probably superfluous
this.isBoxGeometry = true;
this.type === 'BoxGeometry';
this.parameters = { width, height, depth, widthSegments, heightSegments, depthSegments };
this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
this.mergeVertices();
}
}
export const CubeGeometry = BoxGeometry; It would transpile something like this. But that's all in the future – it's entirely optional, nothing depends on whether you choose to use |
Ah, I see what you did now... How about something like this? // in Geometry
this.types = [ 'Geometry' ];
// in BoxGeometry
this.types.push( 'BoxGeometry' );
// in WebGLRenderer
if ( geometry.types.includes( 'Geometry' ) ) {} EDIT: I guess it's slower, but it basically merges both the var type = geometry.types[ geometry.types.length - 1 ] |
A preferable (?) alternative to multiple packages is just have one package to npm install (e.g. three-toolbox) then import just the parts you need, that way the npm package admin is for published package and tree-shaking will take care of final app build size. |
What @webprofusion-chrisc said – though if it's easier to maintain individual packages from the point of view of authoring, testing, versioning etc then // three-toolbox/src/index.js
export { default as OrbitControls } from 'three-orbitcontrols';
... That way |
I recommend we keep this all as a single repo and npm package for now as that has been sort of what ThreeJS has done so far. I prefer to keep it as this simple way for now. Once modularization of the examples is done, one can explore splitting it up into repos or npm repos, but even then I think it isn't necessary as one can have submodules in a single npm repo that can be included individually so the tree shaking can still be very effective. |
@bhouston @Rich-Harris any updates on the modularization of examples/toolbox? been trying to convert a few on my own with limited luck (VREffect/VRControls) @webprofusion-chrisc did u open up another issue for it? haven't found anything and #9562 hasn't seemed to get anywhere |
@trippedout #9562 seems to be the right discussion, event though it's at stalemate. The key argument here is support for old JS vs modules. I think transpiling (I use typescript but Babel would do it) could probably(?) support both approaches allowing modules to be written out as THREE.* namespaced JS. Only a theory, I'm unlikely to get time to try it out. |
@webprofusion-chrisc great thanks Chris. |
I've also started converting some examples to modules with some mods. It's not pure es6 though until the rest of it is. It could help with the event handlers to use arrow functions for instance. |
* convert to ES modules * rebuild * move shaders back into glsl files * reinstate polyfills
Off the top of my head, you could use |
Unfortunately it doesn't look too nice... #10645 It would be nice if closure compiler allowed adding a header or something. |
Worst case scenario, we could always have an extra step that adds the header to the output file after the closure command run. |
Yeah, I did look at options at the time, but the options seemed over complicated and/or required more dependencies. |
import shadow_frag from './ShaderLib/shadow_frag.glsl'; | ||
import shadow_vert from './ShaderLib/shadow_vert.glsl'; | ||
|
||
export var ShaderChunk = { |
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This conserves ShaderChunk as mutable. Are there existing uses or valid use cases for adding to ShaderChunk? Otherwise, AFAICT this export could be export *;
? @Rich-Harris : Would that affect tree-shaking of individual shaders?
Bear with me, this PR is a bit of an epic...
Following the discussion on #4776, this PR converts the Three.js codebase to ES2015 modules, and updates the build process to use Rollup (full disclosure – I'm the author of Rollup).
The resulting
build/three.js
file is functionally identical to the existing one – the examples continue to work* without modification – albeit slightly smaller when minified, because the various modules can now refer to e.g.Mesh
instead ofTHREE.Mesh
, meaning everything gets mangled properly by UglifyJS.Apart from the many advantages discussed in #4776 (easier development, better linting, simpler build process, etc), a great thing about using ES modules is that people will be able to do this sort of thing in their apps...
...and rather than including the entire library in the resulting bundle, ES-module aware tools that can do tree-shaking will be able to discard unused parts of the library.
Changes
The nice thing about using modules is that you no longer have to specify the order in which files should be included. The frustrating thing about modules is that you lose control over the order in which files are included.
Specifically, when you have cyclical dependencies – which Three.js has a few of – you're at the mercy of the topological sorting algorithm (per the ECMAScript spec). If you have a file like
KeyframeTrack
which depends on the various subclasses inanimation/tracks
, each of which depend onKeyframeTrack
, you end up with a situation in which the prototypes of the subclasses don't inherit from the parent because the execution order is all wrong. The solution I've used here is to put theKeyframeTrack
prototype and constructor function in separate files, which allows for a stable sort. A similar thing was necessary withShape
andPath
.I also moved all the constants like
THREE.CullFaceNone
into a separateconstants.js
module so that other files in the codebase can refer to them without introducing a cyclical dependency.Similarly, the various cases of
object instanceof THREE.Mesh
and so on have been replaced withobject && object.isMesh
(and the relevant constructors have been augmented such thatthis.isMesh
istrue
for all instances ofMesh
. This also eliminates some nasty cyclical dependencies.Finally,
THREE.AudioContext
is a bit tricky because it's a getter: with modules,THREE
is just a namespace rather than an object, and while an object can have getters a namespace can't. So internally,AudioListener
etc dothis.context = getAudioContext()
rather thanthis.context = AudioContext
. For the UMD build, the getter is added to the export, so as far as consumers of the library are concernedTHREE.AudioContext
will continue to behave exactly as before.Next steps
If you merge this (and I hope you do, but will understand if it's a bit of a leap and needs some work first!), it will pave the way for further optimisations. For example, there are lots of places where IIFEs are used to avoid polluting the global namespace – with modules, that's not necessary (everything is local), so it's possible to get rid of those. I didn't do any of that stuff with this PR because most of the changes were generated by a script (in https://github.com/rollup/three-jsnext).
Eventually this should make it easier to move certain parts out of the core library and into separate plugin repos, if that's your intention.
Let me know what you think, and thanks for reading this far!
*actually that's not quite true – the mirror / nodes example is giving me a 'Shader couldn't compile' error... I wasn't quite able to figure out what's going on, but maybe it's obvious to someone else?