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A JavaScript library for creating real-time 2D and 3D shaders. JS -> Shader. https://shaderpark.com/ https://twitter.com/shaderpark

Home Page: https://shaderpark.com/

License: MIT License

JavaScript 94.09% GLSL 0.86% HLSL 4.78% HTML 0.26%
computer-graphics creative-coding glsl gpu graphics-programming live-coding p5js processing raymarching raymarching-distance-fields real-time rendering sdf shader shader-park shaders shadertoy signed-distance-field web webgl

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shader-park-core's Issues

Scale function

Can only scale all axes.
Extra variable for scale, if it has been set multiply final dist

ensureDims

type check vector types too, not just floats

support lighting bounces (reflection)

the glowy edges only look good when theres a single object. having the rays bounce once or twice could make this look a lot better when theres multiple objects

Review operators branch, evaluate viability of new approach

9-17-20 meeting notes

A long term goal is for the JS api is the ability to write a full raymarching shader from javascript with good performance.
A rewritten version of the glsl generating code is currently in progress in the "operators" branch, which is able to generate much more readable glsl code with variable names that match the original javascript. However this approach still has some challenges.

Unrolled loops:

In the new version, new variables defined in a loop will cause errors because when the loop is unrolled variables can be redefined causing name collisions. In both the new and old version, it is not possible to break out of a loop early because of unrolling. this makes a raymarching loop inefficient. the only way to break out of a for loop properly is to generate an actual glsl for loop. converting javascript for-loops to glsl will have its own challenges (what if its a loop iterating over a js array or map? can all cases of for loops be easily copied to glsl, like unconventional setting of loop bounds and conditions?). This may limit the use of some js features, but would make more readable, shorter glsl code, and could enable writing a basic raymarcher in js.

Functions:

If variables are declared inside a function (or inside a for loop), these variables will collide with variables of the same name in a different scope. One possible solution to this is to automatically wrap all function calls so that special scope prefixes are added to variables when executing inside a function or loop. It also could be possible to take the approach of generating actual glsl functions for JS ones (which would again make the glsl more readable), but in this case I think it would be too limiting for what someone might want to do with javascript functions. So probably better to continue inlining functions while adding a scope prefix.

<<<< don't worry, the world is almost over >>>>

Compiler Rewrites

  1. change the binary ops and built-in functions we have to just return the glsl strings rather than appending it to the total source.
  2. make a function in regular js called "createVar(name, value)" or "assignVar(name, value)" which actually creates the line assigning a variable.
  3. using esprima to convert regular assignment statements (ones using any type of = symbol) to the function created in step two.
  4. make tweaks to the branch rewriting we already implemented and any other features we need to update so that they play nice with this new setup.

Proposal to make SP work like a regular JS library

Remove need to use eval in base library, and use and special magic to have functions in scope.
No scope collisions or magic, external data can easily be brought in a predictable way. Multiple shapes could coexist without their namespaces/scopes interfering

API proposal:

//////////// SP library ////////////

// Returns library functions in a dictionary rather than using eval to dump them into global scope
function createShape() {  
  return {
    baseShape: {
      bindToCanvas: (canvas) => console.log('attaching to canvas...'), 
      getGLSL: () => console.log('vec3 p ... '), 
      draw: () => console.log('rendering ...')
    },
    sphere: (rad) => console.log(`drawing sphere radius ${rad}`),
    box: () => console.log('drawing box'),
    mix: () => console.log('setting mode mix')
  }
}




///////////// USER CODE ////////////////

import { createShape } from shaderpark
import externalObject from './otherfile.js'


// Equivalent to importing functions that are bound to a particular object,
// could have multiple shapes in the same file which don't interfere with each other
const {baseShape, sphere, mix} = createShape()

// Can use any javascript variable like you'd expect!
sphere(externalObject.raduis) 

baseShape.bindToCanvas('dummmy canvas')
baseShape.draw()
// object-oriented approach binds all functions to their data so you can do things like just ask a shape for its glsl)
const glslSource = baseShape.getGLSL()

Proposed approach for handling GLSL Builtin Other

Note: keeping the value of 'mix' as an array allows us to have specific constraints that return a specific dim.
Alternatively, we could write out all the logic and return types with cases, but for readability, this approach could be helpful.

let arg = {
    'mix' : [(a, b, c) => (a.dim === b.dim && (c.dim === 1 || c.dim === a.dim))? a.dim: -1],
};

The goal is to generate this:

function mix(arg_0, arg_1, arg_2) {
    ensureSameDims('mix', arg_0, arg_1);
    if (arg_2.dim !== 1 && arg_2.dim !== arg_0.dim) {
        compileError(`'mix' third argument must be float or match dim of first args`);
    }
    ensureScalar('mix', arg_2);
    arg_0 = tryMakeNum('arg_0');
    arg_1 = tryMakeNum('arg_1');
    arg_2 = tryMakeNum('arg_2');
    return new makeVarWithDims('mix(arg_0, arg_1, arg_2);', arg_0.dim);
}

Allow users to build ultra lightweight shaders

this would be something invoked at their build time, precompiling js->glsl and only including minimal webgl code. This will mean no library is pulled in at runtime, no source conversion simply compiling webgl shaders to a canvas.
Could also have targets for react/vue components?

4d noise

look at IG comments to locate git repo w the goods

Should enable2D return a vec3, or vec2?

the current setup lends itself to 3D because all the helper functions use vec3s. we have no 2d support and it'd be a big push to push to enable 2d helpers.

getSDF

opposite of applySDF
(should applySDF be renamed setSDF?)

getSpherical Broken

getSpherical() isn't showing up as an available function
^this is one of the last functions we need to document in the docs.

getSpherical broken

getSpherical() isn't showing up as an available function
^this is one of the last functions we need to document in the docs.

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