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/** | ||
* GPUComputationRenderer, based on SimulationRenderer by zz85 | ||
* | ||
* The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats | ||
* for each compute element (texel) | ||
* | ||
* Each variable has a fragment shader that defines the computation made to obtain the variable in question. | ||
* You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader | ||
* (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency. | ||
* | ||
* The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used | ||
* as inputs to render the textures of the next frame. | ||
* | ||
* The render targets of the variables can be used as input textures for your visualization shaders. | ||
* | ||
* Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers. | ||
* a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity... | ||
* | ||
* The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example: | ||
* #DEFINE resolution vec2( 1024.0, 1024.0 ) | ||
* | ||
* ------------- | ||
* | ||
* Basic use: | ||
* | ||
* // Initialization... | ||
* | ||
* // Create computation renderer | ||
* const gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer ); | ||
* | ||
* // Create initial state float textures | ||
* const pos0 = gpuCompute.createTexture(); | ||
* const vel0 = gpuCompute.createTexture(); | ||
* // and fill in here the texture data... | ||
* | ||
* // Add texture variables | ||
* const velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 ); | ||
* const posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 ); | ||
* | ||
* // Add variable dependencies | ||
* gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] ); | ||
* gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] ); | ||
* | ||
* // Add custom uniforms | ||
* velVar.material.uniforms.time = { value: 0.0 }; | ||
* | ||
* // Check for completeness | ||
* const error = gpuCompute.init(); | ||
* if ( error !== null ) { | ||
* console.error( error ); | ||
* } | ||
* | ||
* | ||
* // In each frame... | ||
* | ||
* // Compute! | ||
* gpuCompute.compute(); | ||
* | ||
* // Update texture uniforms in your visualization materials with the gpu renderer output | ||
* myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture; | ||
* | ||
* // Do your rendering | ||
* renderer.render( myScene, myCamera ); | ||
* | ||
* ------------- | ||
* | ||
* Also, you can use utility functions to create THREE.ShaderMaterial and perform computations (rendering between textures) | ||
* Note that the shaders can have multiple input textures. | ||
* | ||
* const myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } ); | ||
* const myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } ); | ||
* | ||
* const inputTexture = gpuCompute.createTexture(); | ||
* | ||
* // Fill in here inputTexture... | ||
* | ||
* myFilter1.uniforms.theTexture.value = inputTexture; | ||
* | ||
* const myRenderTarget = gpuCompute.createRenderTarget(); | ||
* myFilter2.uniforms.theTexture.value = myRenderTarget.texture; | ||
* | ||
* const outputRenderTarget = gpuCompute.createRenderTarget(); | ||
* | ||
* // Now use the output texture where you want: | ||
* myMaterial.uniforms.map.value = outputRenderTarget.texture; | ||
* | ||
* // And compute each frame, before rendering to screen: | ||
* gpuCompute.doRenderTarget( myFilter1, myRenderTarget ); | ||
* gpuCompute.doRenderTarget( myFilter2, outputRenderTarget ); | ||
* | ||
* | ||
* | ||
* @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements. | ||
* @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements. | ||
* @param {WebGLRenderer} renderer The renderer | ||
*/ | ||
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class GPUComputationRenderer { | ||
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constructor( sizeX, sizeY, renderer ) { | ||
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this.variables = []; | ||
this.currentTextureIndex = 0; | ||
let dataType = THREE.FloatType; | ||
const scene = new THREE.Scene(); | ||
const camera = new THREE.Camera(); | ||
camera.position.z = 1; | ||
const passThruUniforms = { | ||
passThruTexture: { | ||
value: null | ||
} | ||
}; | ||
const passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms ); | ||
const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), passThruShader ); | ||
scene.add( mesh ); | ||
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this.setDataType = function ( type ) { | ||
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dataType = type; | ||
return this; | ||
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}; | ||
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this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) { | ||
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const material = this.createShaderMaterial( computeFragmentShader ); | ||
const variable = { | ||
name: variableName, | ||
initialValueTexture: initialValueTexture, | ||
material: material, | ||
dependencies: null, | ||
renderTargets: [], | ||
wrapS: null, | ||
wrapT: null, | ||
minFilter: THREE.NearestFilter, | ||
magFilter: THREE.NearestFilter | ||
}; | ||
this.variables.push( variable ); | ||
return variable; | ||
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}; | ||
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this.setVariableDependencies = function ( variable, dependencies ) { | ||
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variable.dependencies = dependencies; | ||
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}; | ||
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this.init = function () { | ||
if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'OES_texture_float' ) === false ) { | ||
return 'No OES_texture_float support for float textures.'; | ||
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} | ||
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if ( renderer.capabilities.maxVertexTextures === 0 ) { | ||
return 'No support for vertex shader textures.'; | ||
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} | ||
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for ( let i = 0; i < this.variables.length; i ++ ) { | ||
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const variable = this.variables[ i ]; // Creates rendertargets and initialize them with input texture | ||
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variable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter ); | ||
variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter ); | ||
this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] ); | ||
this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] ); // Adds dependencies uniforms to the THREE.ShaderMaterial | ||
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const material = variable.material; | ||
const uniforms = material.uniforms; | ||
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if ( variable.dependencies !== null ) { | ||
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for ( let d = 0; d < variable.dependencies.length; d ++ ) { | ||
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const depVar = variable.dependencies[ d ]; | ||
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if ( depVar.name !== variable.name ) { | ||
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// Checks if variable exists | ||
let found = false; | ||
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for ( let j = 0; j < this.variables.length; j ++ ) { | ||
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if ( depVar.name === this.variables[ j ].name ) { | ||
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found = true; | ||
break; | ||
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} | ||
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} | ||
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if ( ! found ) { | ||
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return 'Variable dependency not found. Variable=' + variable.name + ', dependency=' + depVar.name; | ||
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} | ||
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} | ||
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uniforms[ depVar.name ] = { | ||
value: null | ||
}; | ||
material.fragmentShader = '\nuniform sampler2D ' + depVar.name + ';\n' + material.fragmentShader; | ||
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} | ||
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} | ||
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} | ||
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this.currentTextureIndex = 0; | ||
return null; | ||
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}; | ||
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this.compute = function () { | ||
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const currentTextureIndex = this.currentTextureIndex; | ||
const nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0; | ||
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for ( let i = 0, il = this.variables.length; i < il; i ++ ) { | ||
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const variable = this.variables[ i ]; // Sets texture dependencies uniforms | ||
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if ( variable.dependencies !== null ) { | ||
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const uniforms = variable.material.uniforms; | ||
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for ( let d = 0, dl = variable.dependencies.length; d < dl; d ++ ) { | ||
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const depVar = variable.dependencies[ d ]; | ||
uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture; | ||
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} | ||
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} // Performs the computation for this variable | ||
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this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] ); | ||
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} | ||
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this.currentTextureIndex = nextTextureIndex; | ||
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}; | ||
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this.getCurrentRenderTarget = function ( variable ) { | ||
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return variable.renderTargets[ this.currentTextureIndex ]; | ||
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}; | ||
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this.getAlternateRenderTarget = function ( variable ) { | ||
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return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ]; | ||
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}; | ||
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function addResolutionDefine( materialShader ) { | ||
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materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + ' )'; | ||
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} | ||
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this.addResolutionDefine = addResolutionDefine; // The following functions can be used to compute things manually | ||
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function createShaderMaterial( computeFragmentShader, uniforms ) { | ||
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uniforms = uniforms || {}; | ||
const material = new THREE.ShaderMaterial( { | ||
uniforms: uniforms, | ||
vertexShader: getPassThroughVertexShader(), | ||
fragmentShader: computeFragmentShader | ||
} ); | ||
addResolutionDefine( material ); | ||
return material; | ||
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} | ||
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this.createShaderMaterial = createShaderMaterial; | ||
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this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) { | ||
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sizeXTexture = sizeXTexture || sizeX; | ||
sizeYTexture = sizeYTexture || sizeY; | ||
wrapS = wrapS || THREE.ClampToEdgeWrapping; | ||
wrapT = wrapT || THREE.ClampToEdgeWrapping; | ||
minFilter = minFilter || THREE.NearestFilter; | ||
magFilter = magFilter || THREE.NearestFilter; | ||
const renderTarget = new THREE.WebGLRenderTarget( sizeXTexture, sizeYTexture, { | ||
wrapS: wrapS, | ||
wrapT: wrapT, | ||
minFilter: minFilter, | ||
magFilter: magFilter, | ||
format: THREE.RGBAFormat, | ||
type: dataType, | ||
depthBuffer: false | ||
} ); | ||
return renderTarget; | ||
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}; | ||
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this.createTexture = function () { | ||
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const data = new Float32Array( sizeX * sizeY * 4 ); | ||
return new THREE.DataTexture( data, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType ); | ||
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}; | ||
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this.renderTexture = function ( input, output ) { | ||
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// Takes a texture, and render out in rendertarget | ||
// input = Texture | ||
// output = RenderTarget | ||
passThruUniforms.passThruTexture.value = input; | ||
this.doRenderTarget( passThruShader, output ); | ||
passThruUniforms.passThruTexture.value = null; | ||
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}; | ||
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this.doRenderTarget = function ( material, output ) { | ||
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const currentRenderTarget = renderer.getRenderTarget(); | ||
mesh.material = material; | ||
renderer.setRenderTarget( output ); | ||
renderer.render( scene, camera ); | ||
mesh.material = passThruShader; | ||
renderer.setRenderTarget( currentRenderTarget ); | ||
}; // Shaders | ||
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function getPassThroughVertexShader() { | ||
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return 'void main() {\n' + '\n' + ' gl_Position = vec4( position, 1.0 );\n' + '\n' + '}\n'; | ||
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} | ||
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function getPassThroughFragmentShader() { | ||
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return 'uniform sampler2D passThruTexture;\n' + '\n' + 'void main() {\n' + '\n' + ' vec2 uv = gl_FragCoord.xy / resolution.xy;\n' + '\n' + ' gl_FragColor = texture2D( passThruTexture, uv );\n' + '\n' + '}\n'; | ||
} | ||
} | ||
} | ||
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export default GPUComputationRenderer; |
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