-
-
Notifications
You must be signed in to change notification settings - Fork 35.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Example webgpu_tsl_editor
: Simple uv.x animation
#26368
Conversation
|
||
const timer = timerLocal( .5 ); // .5 is speed | ||
const uv0 = uv(); | ||
const animateUv = vec2( uv0.x.add( oscSine( timer ) ), uv0.y ); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
By the way... Could we try adding support for something like vectorVariable.x.addAssign( something )
, based on how we have that for VarNodes?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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)
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
It looks good 👍
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Merging now, anyway better to create a new PR for it.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Would you rather work on it, or I work on it?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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 ) );
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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 👍
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
// 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.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
Description
Improving the example a bit.