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- import {
- Camera,
- ClampToEdgeWrapping,
- DataTexture,
- FloatType,
- Mesh,
- NearestFilter,
- PlaneGeometry,
- RGBAFormat,
- Scene,
- ShaderMaterial,
- WebGLRenderTarget
- } from '../../../build/three.module.js';
- class GPUComputationRenderer {
- constructor( sizeX, sizeY, renderer ) {
- this.variables = [];
- this.currentTextureIndex = 0;
- let dataType = FloatType;
- const scene = new Scene();
- const camera = new Camera();
- camera.position.z = 1;
- const passThruUniforms = {
- passThruTexture: { value: null }
- };
- const passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
- const mesh = new Mesh( new 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: NearestFilter,
- magFilter: 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 ];
-
- 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 ] );
-
- 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 ) {
-
- 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 ];
-
- 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;
- }
- }
-
- 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;
-
- function createShaderMaterial( computeFragmentShader, uniforms ) {
- uniforms = uniforms || {};
- const material = new 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 || ClampToEdgeWrapping;
- wrapT = wrapT || ClampToEdgeWrapping;
- minFilter = minFilter || NearestFilter;
- magFilter = magFilter || NearestFilter;
- const renderTarget = new WebGLRenderTarget( sizeXTexture, sizeYTexture, {
- wrapS: wrapS,
- wrapT: wrapT,
- minFilter: minFilter,
- magFilter: magFilter,
- format: RGBAFormat,
- type: dataType,
- depthBuffer: false
- } );
- return renderTarget;
- };
- this.createTexture = function () {
- const data = new Float32Array( sizeX * sizeY * 4 );
- return new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType );
- };
- this.renderTexture = function ( input, output ) {
-
-
-
- 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 );
- };
-
- 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';
- }
- }
- }
- export { GPUComputationRenderer };
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