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SpriteNodeMaterial: Add sizeAttenuation #29394

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merged 22 commits into from
Sep 23, 2024

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RenaudRohlinger
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@RenaudRohlinger RenaudRohlinger commented Sep 12, 2024

Related issue: #29269 #29374

Description

Following #29374, I will spread the features and fixes among multiple PRs instead. This fixes #29269.

This contribution is funded by Segments.AI & Utsubo

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github-actions bot commented Sep 12, 2024

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 687.32
170.19
687.32
170.19
+0 B
+0 B
WebGPU 835.97
224.07
836.28
224.17
+312 B
+96 B
WebGPU Nodes 835.48
223.95
835.79
224.04
+312 B
+95 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 532.38
143.56
532.7
143.67
+312 B
+111 B
WebGPU Nodes 489.04
133.42
489.04
133.42
+0 B
+0 B

@RenaudRohlinger RenaudRohlinger changed the title SpriteNodeMaterial: Add sizeAttenuation SpriteNodeMaterial: Add sizeAttenuation and fix perspective transformation Sep 12, 2024
@RenaudRohlinger
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Could someone test the example webgpu_tsl_galaxy with this PR on a windows? I have no clue what could be wrong there I'm out of ideas, tests runs fine on my macos.

@RenaudRohlinger RenaudRohlinger changed the title SpriteNodeMaterial: Add sizeAttenuation and fix perspective transformation SpriteNodeMaterial: Add sizeAttenuation Sep 12, 2024
@WestLangley
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WestLangley commented Sep 12, 2024

Can you please test with a single sprite and confirm disabling size attenuation works as you expect it to?

I tried to help, but the PR is not working for me in its current form.

@RenaudRohlinger
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The issue seems to be fixed and was related to using const scale with assign instead of let scale.

webgpu_sprites.html example with sprite.scale.set( .001 * imageWidth, .001 * imageHeight, 1.0 ); and sizeAttenuation: false:
Screenshot 2024-09-14 at 18 36 35

@sunag sunag merged commit cd1d4a5 into mrdoob:dev Sep 23, 2024
12 checks passed
@Mugen87 Mugen87 added this to the r169 milestone Sep 23, 2024
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 <angus.sawyer@email.com>
Co-authored-by: Michael Herzog <michael.herzog@human-interactive.org>

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 <angus.sawyer@email.com>

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 <sunagbrasil@gmail.com>

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

Co-authored-by: aardgoose <angus.sawyer@email.com>

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 <luigidenora@users.noreply.github.com>

* Fix eslint error

Co-authored-by: Luigi Denora <luigidenora@users.noreply.github.com>

* Doc changed

* Add optional target

---------

Co-authored-by: Luigi Denora <luigidenora@users.noreply.github.com>

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 <angus.sawyer@email.com>

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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Add sizeAttenuation to SpriteNodeMaterial
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