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							- ( function () {
 
- 	/**
 
-  * 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
 
-   */
 
- 	class GPUComputationRenderer {
 
- 		constructor( sizeX, sizeY, renderer ) {
 
- 			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 );
 
- 			this.setDataType = function ( type ) {
 
- 				dataType = type;
 
- 				return this;
 
- 			};
 
- 			this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
 
- 				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;
 
- 			};
 
- 			this.setVariableDependencies = function ( variable, dependencies ) {
 
- 				variable.dependencies = dependencies;
 
- 			};
 
- 			this.init = function () {
 
- 				if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'OES_texture_float' ) === false ) {
 
- 					return 'No OES_texture_float support for float textures.';
 
- 				}
 
- 				if ( renderer.capabilities.maxVertexTextures === 0 ) {
 
- 					return 'No support for vertex shader textures.';
 
- 				}
 
- 				for ( let i = 0; i < this.variables.length; i ++ ) {
 
- 					const variable = this.variables[ i ]; // Creates rendertargets and initialize them with input texture
 
- 					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
 
- 					const material = variable.material;
 
- 					const uniforms = material.uniforms;
 
- 					if ( variable.dependencies !== null ) {
 
- 						for ( let d = 0; d < variable.dependencies.length; d ++ ) {
 
- 							const depVar = variable.dependencies[ d ];
 
- 							if ( depVar.name !== variable.name ) {
 
- 								// Checks if variable exists
 
- 								let found = false;
 
- 								for ( let j = 0; j < this.variables.length; j ++ ) {
 
- 									if ( depVar.name === this.variables[ j ].name ) {
 
- 										found = true;
 
- 										break;
 
- 									}
 
- 								}
 
- 								if ( ! found ) {
 
- 									return 'Variable dependency not found. Variable=' + variable.name + ', dependency=' + depVar.name;
 
- 								}
 
- 							}
 
- 							uniforms[ depVar.name ] = {
 
- 								value: null
 
- 							};
 
- 							material.fragmentShader = '\nuniform sampler2D ' + depVar.name + ';\n' + material.fragmentShader;
 
- 						}
 
- 					}
 
- 				}
 
- 				this.currentTextureIndex = 0;
 
- 				return null;
 
- 			};
 
- 			this.compute = function () {
 
- 				const currentTextureIndex = this.currentTextureIndex;
 
- 				const nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
 
- 				for ( let i = 0, il = this.variables.length; i < il; i ++ ) {
 
- 					const variable = this.variables[ i ]; // Sets texture dependencies uniforms
 
- 					if ( variable.dependencies !== null ) {
 
- 						const uniforms = variable.material.uniforms;
 
- 						for ( let d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
 
- 							const depVar = variable.dependencies[ d ];
 
- 							uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;
 
- 						}
 
- 					} // Performs the computation for this variable
 
- 					this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );
 
- 				}
 
- 				this.currentTextureIndex = nextTextureIndex;
 
- 			};
 
- 			this.getCurrentRenderTarget = function ( variable ) {
 
- 				return variable.renderTargets[ this.currentTextureIndex ];
 
- 			};
 
- 			this.getAlternateRenderTarget = function ( variable ) {
 
- 				return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
 
- 			};
 
- 			function addResolutionDefine( materialShader ) {
 
- 				materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + ' )';
 
- 			}
 
- 			this.addResolutionDefine = addResolutionDefine; // The following functions can be used to compute things manually
 
- 			function createShaderMaterial( computeFragmentShader, uniforms ) {
 
- 				uniforms = uniforms || {};
 
- 				const material = new THREE.ShaderMaterial( {
 
- 					uniforms: uniforms,
 
- 					vertexShader: getPassThroughVertexShader(),
 
- 					fragmentShader: computeFragmentShader
 
- 				} );
 
- 				addResolutionDefine( material );
 
- 				return material;
 
- 			}
 
- 			this.createShaderMaterial = createShaderMaterial;
 
- 			this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
 
- 				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;
 
- 			};
 
- 			this.createTexture = function () {
 
- 				const data = new Float32Array( sizeX * sizeY * 4 );
 
- 				return new THREE.DataTexture( data, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType );
 
- 			};
 
- 			this.renderTexture = function ( input, output ) {
 
- 				// Takes a texture, and render out in rendertarget
 
- 				// input = Texture
 
- 				// output = RenderTarget
 
- 				passThruUniforms.passThruTexture.value = input;
 
- 				this.doRenderTarget( passThruShader, output );
 
- 				passThruUniforms.passThruTexture.value = null;
 
- 			};
 
- 			this.doRenderTarget = function ( material, output ) {
 
- 				const currentRenderTarget = renderer.getRenderTarget();
 
- 				mesh.material = material;
 
- 				renderer.setRenderTarget( output );
 
- 				renderer.render( scene, camera );
 
- 				mesh.material = passThruShader;
 
- 				renderer.setRenderTarget( currentRenderTarget );
 
- 			}; // Shaders
 
- 			function getPassThroughVertexShader() {
 
- 				return 'void main()	{\n' + '\n' + '	gl_Position = vec4( position, 1.0 );\n' + '\n' + '}\n';
 
- 			}
 
- 			function getPassThroughFragmentShader() {
 
- 				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';
 
- 			}
 
- 		}
 
- 	}
 
- 	THREE.GPUComputationRenderer = GPUComputationRenderer;
 
- } )();
 
 
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