|
| 1 | +--- |
| 2 | +title: "@typegpu/three" |
| 3 | +--- |
| 4 | + |
| 5 | +[TSL (Three.js Shading Language)](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language#function) is a node-based shader composition system for Three.js. Shader logic and control flow is built up by composing special functions, |
| 6 | +with a focus on composability, intuitive sharing of logic across modules and customizability. TypeGPU fits naturally into this system thanks to the `@typegpu/three` package. You can choose to write your TSL building blocks in TypeGPU, which has a few benefits: |
| 7 | +- Control-flow like `if` statements and `for` loops makes use of familiar JavaScript syntax instead of special functions. |
| 8 | +- The code you write is semantically valid JavaScript, with types flowing through each expression. |
| 9 | +- Unit-testability, since you can call these functions on the CPU |
| 10 | + |
| 11 | +Below are a select few cases comparing TSL and TypeGPU: |
| 12 | + |
| 13 | +import { Card, CardGrid } from '@astrojs/starlight/components'; |
| 14 | + |
| 15 | +## Node definition |
| 16 | + |
| 17 | +TSL: |
| 18 | +```ts |
| 19 | +const simulate = Fn(() => { |
| 20 | + // |
| 21 | + // ... TSL code ... |
| 22 | + // |
| 23 | +}); |
| 24 | +``` |
| 25 | + |
| 26 | +TypeGPU: |
| 27 | +```ts twoslash |
| 28 | +import * as t3 from '@typegpu/three'; |
| 29 | +// ---cut--- |
| 30 | +const simulate = t3.toTSL(() => { |
| 31 | + 'use gpu'; |
| 32 | + // |
| 33 | + // ... TypeGPU code ... |
| 34 | + // |
| 35 | +}); |
| 36 | +``` |
| 37 | + |
| 38 | +## Function definition |
| 39 | + |
| 40 | +TSL: |
| 41 | +```ts |
| 42 | +const oscSine = Fn(([t = time]) => { |
| 43 | + return t.add(0.75).mul(Math.PI * 2).sin().mul(0.5).add(0.5); |
| 44 | +}); |
| 45 | +``` |
| 46 | + |
| 47 | +TypeGPU: |
| 48 | +```ts twoslash |
| 49 | +import * as std from 'typegpu/std'; |
| 50 | +// ---cut--- |
| 51 | +const oscSine = (t: number) => { |
| 52 | + 'use gpu'; |
| 53 | + return std.sin((t + 0.75) * Math.PI * 2) * 0.5 + 0.5; |
| 54 | +}; |
| 55 | +``` |
| 56 | + |
| 57 | +## If statements |
| 58 | + |
| 59 | +TSL: |
| 60 | +```ts |
| 61 | +If(instanceIndex.greaterThanEqual(uint(vertexCount)), () => { |
| 62 | + Return(); |
| 63 | +}); |
| 64 | +``` |
| 65 | + |
| 66 | +TypeGPU: |
| 67 | +```ts twoslash |
| 68 | +import * as t3 from '@typegpu/three'; |
| 69 | +declare const vertexCount: number; |
| 70 | +const some = () => { |
| 71 | +// ---cut-before--- |
| 72 | +if (t3.instanceIndex.$ >= vertexCount) { |
| 73 | + return; |
| 74 | +} |
| 75 | +// ---cut-after--- |
| 76 | +}; |
| 77 | +``` |
| 78 | + |
| 79 | +## For loops |
| 80 | + |
| 81 | +TSL: |
| 82 | +```ts |
| 83 | +Loop({ start: ptrStart, end: ptrEnd, type: 'uint', condition: '<' }, ({ i }) => { |
| 84 | + const springId = springListBuffer.element( i ).toVar( 'springId' ); |
| 85 | + const springForce = springForceBuffer.element( springId ); |
| 86 | + const springVertexIds = springVertexIdBuffer.element( springId ); |
| 87 | + const factor = select( springVertexIds.x.equal( instanceIndex ), 1.0, - 1.0 ); |
| 88 | + force.addAssign( springForce.mul( factor ) ); |
| 89 | +}); |
| 90 | +``` |
| 91 | + |
| 92 | +TypeGPU: |
| 93 | +```ts |
| 94 | +for (let i = ptrStart; i < ptrEnd; i++) { |
| 95 | + const springId = springListBuffer.$[i]; |
| 96 | + const springForce = springForceBuffer.$[springId]; |
| 97 | + const springVertexIds = springVertexIdBuffer.$[springId]; |
| 98 | + const factor = std.select(-1, 1, springVertexIds.x === idx); |
| 99 | + force = force.add(springForce.mul(d.f32(factor))); |
| 100 | +} |
| 101 | +``` |
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