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ToonOutlinePassNode: Add FX pass for toon outlines. #29483

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merged 6 commits into from
Sep 25, 2024
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@Mugen87 Mugen87 commented Sep 24, 2024

Related issue: #29295

Description

This PR ports OutlineEffect as ToonOutlinePassNode to WebGPURenderer.

ToonOutlinePassNode is a pass node which automatically adds outlines to supported toon materials (MeshToonMaterial and MeshToonNodeMaterial).

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github-actions bot commented Sep 24, 2024

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 687.46
170.22
687.46
170.22
+0 B
+0 B
WebGPU 838.62
224.9
839.72
225.2
+1.1 kB
+295 B
WebGPU Nodes 838.13
224.78
839.23
225.08
+1.1 kB
+295 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 463.24
111.86
463.24
111.86
+0 B
+0 B
WebGPU 533.78
143.98
533.78
143.98
+0 B
+0 B
WebGPU Nodes 490.12
133.72
490.12
133.72
+0 B
+0 B

@Mugen87 Mugen87 changed the title ToonOutlineNode: Add FX pass for toon outlines. ToonOutlinePassNode: Add FX pass for toon outlines. Sep 25, 2024
@Mugen87 Mugen87 marked this pull request as ready for review September 25, 2024 09:21
@Mugen87 Mugen87 added this to the r169 milestone Sep 25, 2024
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Mugen87 commented Sep 25, 2024

Note: This isn't a full port yet since ToonOutlinePassNode does not yet honor all material specific configurations. E.g. only a single global opacity value for outlines is supported not opacity values per toon material.

However, it's a good start and should support most use cases. Besides, the performance of the new approach is better compared to OutlineEffect/WebGLRenderer.

@sunag sunag merged commit be667f1 into mrdoob:dev Sep 25, 2024
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mrdoob commented Sep 26, 2024

Any plans of moving all these out of core to addons/tsl/display/*?
The WebGPU build is getting big...

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Mugen87 commented Sep 26, 2024

We probably need a list to distinct between addon and core modules since stuff like PassNode and ToneMappingNode must be part of the core. Besides, it is not only the nodes/display directory that needs a review. Certain modules from nodes/utils or even nodes/gpgpu could also be placed in addons.

Should we make a separate issue for that maybe with a table that assigns modules to core or addons? Something like:

Module Location
src/node/display/AfterImageNode.js Addon
src/node/display/AnaglyphPassNode.js Addon
src/node/display/PassNode.js Core

However, we should keep in mind that moving things to addons will make the import of modules more complicated again. Right now you can easily import modules from three/tsl. With more modules in examples/jsm, developers have to search for import paths again which is especially painful since most addons are not documented yet.

Is the file size of builds still that import these days now that most developers use bundlers/build tools?

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mrdoob commented Sep 26, 2024

Should we make a separate issue for that maybe with a table that assigns modules to core or addons?

That sounds good to me 👍

Is the file size of builds still that import these days now that most developers use bundlers/build tools?

I personally do not use bundlers.

For example, I just did a quick test to see if WebGPURenderer supports transmission + DoubleSide...

https://threejs-gltf-mosquito.glitch.me/index.html (WebGL)
https://threejs-gltf-mosquito.glitch.me/index-webgpu.html (WebGPU)

It doesn't.

Being able to do quick tests and prototypes like this from anywhere without having to setup workspaces and bundlers is still very valuable.

/cc @sunag

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sunag commented Sep 26, 2024

Being able to do quick tests and prototypes like this from anywhere without having to setup workspaces and bundlers is still very valuable.

I did something like this where the program replaced the imports and code in real time and applied using iframe.srcdoc, but I don't know where I put the code.

LD2Studio pushed a commit to LD2Studio/LD2Studio-Editor that referenced this pull request Sep 27, 2024
BatchedMesh: add `deleteInstance()` (mrdoob#29449)

* BatchedMesh: add `deleteInstance()`

* BatchedMesh: prioritize reusing freed instance ids when adding instance

Update Three.js r169

Lensflare: Add WebGPU version. (mrdoob#29451)

* lensflare example

* fix depth

* remove forceWebGL

* rename

* fix typo

* follow original code

* Update LensflareMesh.js

---------

Co-authored-by: aardgoose <[email protected]>
Co-authored-by: Michael Herzog <[email protected]>

Examples: Update lensflare colors. (mrdoob#29458)

WebGLRenderer: add reverse-z via EXT_clip_control (mrdoob#29445)

* WebGLRenderer: add reverse-z via EXT_clip_control

* WebGLRenderer: move conversion methods to utils

Updated builds.

Docs: Improve `WebGLRenderer` page. (mrdoob#29459)

WebGLProgram: add USE_REVERSEDEPTHBUF define (mrdoob#29461)

CylinderGeometry: Don't add degenerate triangles (mrdoob#29460)

* CylinderGeometry: Don't add degenerate triangles

* Change comparison

RenderObject: Introduce `getGeometryCacheKey()` (mrdoob#29465)

* RenderObject: Added `getGeometryCacheKey()`

* NodeMaterialObserver: Improve skinnedmesh and morph supports

* cleanup

Update actions/setup-node digest to 0a44ba7 (mrdoob#29466)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Update github/codeql-action digest to 294a9d9 (mrdoob#29467)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Update devDependencies (non-major) (mrdoob#29468)

Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>

Updated builds.

CurveModifierGPU: WebGPURenderer port. (mrdoob#29453)

* curve mod

* lint

* update screenshot

* use correct constant

* use filtered texture

---------

Co-authored-by: aardgoose <[email protected]>

Examples: Clean up. (mrdoob#29473)

* Examples: Clean up.

* E2E: Update screenshot.

SpriteNodeMaterial: Add sizeAttenuation (mrdoob#29394)

* SpriteNodeMaterial: Add sizeAttenuation

* Regenerate screenshot

* revert mat4 mul with vec4(,1)?

* revert

* using let and toVar fixes the issue?

* merge upstream/dev

* revert screenshot

* does reverting SpriteNode even fix?

* revert fix

* revert everything fix tsl galaxy?

* checkout dev SpriteNodeMaterial.js...

* smaller change test

* convert scale to var

* convert scale to var

* simply adding toVar breaks tsl_galaxy?

* fix multiple spritematerial with different center position

* feedbacks

* cleanup

* feedbacks

* cleanup

* cleanup

---------

Co-authored-by: sunag <[email protected]>

WebGPURenderer: Prevent out of bounds `textureLoad` access in WGSL (mrdoob#29470)

Co-authored-by: aardgoose <[email protected]>

SkyMesh,WaterMesh: Fix NodeMaterial imports (mrdoob#29477)

WebGPURenderer: Reuse LightNode when available (mrdoob#29480)

* WebGPURenderer: Reuse LightNode when available

* cleanup

DecalGeometry: Transform normal with normal matrix (mrdoob#29476)

* Transform normal with normal matrix

* Transform normal with normal matrix

Examples: add reflection mask in `retargeting_readyplayer` (mrdoob#29485)

BatchedMesh: Add `getGeometryRangeAt` (mrdoob#29409)

* BatchedMesh: Add getGeometryRangeAt

Co-authored-by: Luigi Denora <[email protected]>

* Fix eslint error

Co-authored-by: Luigi Denora <[email protected]>

* Doc changed

* Add optional target

---------

Co-authored-by: Luigi Denora <[email protected]>

WebGPURenderer: Introduce hash-based cache key (mrdoob#29479)

* introduce numeric cache key

* cleanup

* cleanup

* simplification

* revision

* rev

* rev

* cleanup

Nodes: Access Remaining Compute Builtins (mrdoob#29469)

* init

* remove duplicated function

Add decal as child of mesh (mrdoob#29486)

Update webgl_postprocessing_ssaa.html

Update webgpu_postprocessing_ssaa.html

ToonOutlinePassNode: Add FX pass for toon outlines. (mrdoob#29483)

* ToonOutlineNode: Add FX pass for toon outlines.

* ToonOutlinePassNode: Refactor code.

* E2E: Update screenshot.

* ToonOutlinePassNode: Clean up.

* ToonOutlinePassNode: More clean up.

* ToonOutlinePassNode: More clean up.

Update Addons.js (mrdoob#29493)

leftovers after removing `PackedPhongMaterial ` mrdoob#29382

ReferenceNode: Fix null reference using `getNodeType()` (mrdoob#29498)

* fix null reference using `getNodeType()`

* add `sprite.center` check

NodeBuilder: Introduce `addFlowCodeHierarchy()` / `NodeBlock` (mrdoob#29495)

* VolumeNodeMaterial: simplify a little

* cleanup

* NodeBuilder: Introduce `addFlowCodeHierarchy()`

Examples: Improve shadow map size in `webgpu_tsl_angular_slicing` (mrdoob#29499)

WebGPURenderer: respect the `renderer.shadowMap.enabled` property (mrdoob#29492)

* enable/disable shadow

* enable shadowmaps

* enable more examples

* and another one

* Update Nodes.js

---------

Co-authored-by: aardgoose <[email protected]>

Updated builds.

GLTFLoader: Remove deprecated code. (mrdoob#29502)

TiltLoader: Remove loader. (mrdoob#29471)

Update Chinese translation of InstancedMesh. (mrdoob#29506)

r169
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3 participants