GPUComputationRenderer.js 10 KB

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  1. import {
  2. Camera,
  3. ClampToEdgeWrapping,
  4. DataTexture,
  5. FloatType,
  6. Mesh,
  7. NearestFilter,
  8. PlaneGeometry,
  9. RGBAFormat,
  10. Scene,
  11. ShaderMaterial,
  12. WebGLRenderTarget
  13. } from '../../../build/three.module.js';
  14. /**
  15. * GPUComputationRenderer, based on SimulationRenderer by zz85
  16. *
  17. * The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
  18. * for each compute element (texel)
  19. *
  20. * Each variable has a fragment shader that defines the computation made to obtain the variable in question.
  21. * You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
  22. * (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
  23. *
  24. * The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
  25. * as inputs to render the textures of the next frame.
  26. *
  27. * The render targets of the variables can be used as input textures for your visualization shaders.
  28. *
  29. * Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
  30. * a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
  31. *
  32. * The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
  33. * #DEFINE resolution vec2( 1024.0, 1024.0 )
  34. *
  35. * -------------
  36. *
  37. * Basic use:
  38. *
  39. * // Initialization...
  40. *
  41. * // Create computation renderer
  42. * var gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
  43. *
  44. * // Create initial state float textures
  45. * var pos0 = gpuCompute.createTexture();
  46. * var vel0 = gpuCompute.createTexture();
  47. * // and fill in here the texture data...
  48. *
  49. * // Add texture variables
  50. * var velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
  51. * var posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
  52. *
  53. * // Add variable dependencies
  54. * gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
  55. * gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
  56. *
  57. * // Add custom uniforms
  58. * velVar.material.uniforms.time = { value: 0.0 };
  59. *
  60. * // Check for completeness
  61. * var error = gpuCompute.init();
  62. * if ( error !== null ) {
  63. * console.error( error );
  64. * }
  65. *
  66. *
  67. * // In each frame...
  68. *
  69. * // Compute!
  70. * gpuCompute.compute();
  71. *
  72. * // Update texture uniforms in your visualization materials with the gpu renderer output
  73. * myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
  74. *
  75. * // Do your rendering
  76. * renderer.render( myScene, myCamera );
  77. *
  78. * -------------
  79. *
  80. * Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
  81. * Note that the shaders can have multiple input textures.
  82. *
  83. * var myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
  84. * var myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
  85. *
  86. * var inputTexture = gpuCompute.createTexture();
  87. *
  88. * // Fill in here inputTexture...
  89. *
  90. * myFilter1.uniforms.theTexture.value = inputTexture;
  91. *
  92. * var myRenderTarget = gpuCompute.createRenderTarget();
  93. * myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
  94. *
  95. * var outputRenderTarget = gpuCompute.createRenderTarget();
  96. *
  97. * // Now use the output texture where you want:
  98. * myMaterial.uniforms.map.value = outputRenderTarget.texture;
  99. *
  100. * // And compute each frame, before rendering to screen:
  101. * gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
  102. * gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
  103. *
  104. *
  105. *
  106. * @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
  107. * @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
  108. * @param {WebGLRenderer} renderer The renderer
  109. */
  110. var GPUComputationRenderer = function ( sizeX, sizeY, renderer ) {
  111. this.variables = [];
  112. this.currentTextureIndex = 0;
  113. var dataType = FloatType;
  114. var scene = new Scene();
  115. var camera = new Camera();
  116. camera.position.z = 1;
  117. var passThruUniforms = {
  118. passThruTexture: { value: null }
  119. };
  120. var passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
  121. var mesh = new Mesh( new PlaneGeometry( 2, 2 ), passThruShader );
  122. scene.add( mesh );
  123. this.setDataType = function ( type ) {
  124. dataType = type;
  125. return this;
  126. };
  127. this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
  128. var material = this.createShaderMaterial( computeFragmentShader );
  129. var variable = {
  130. name: variableName,
  131. initialValueTexture: initialValueTexture,
  132. material: material,
  133. dependencies: null,
  134. renderTargets: [],
  135. wrapS: null,
  136. wrapT: null,
  137. minFilter: NearestFilter,
  138. magFilter: NearestFilter
  139. };
  140. this.variables.push( variable );
  141. return variable;
  142. };
  143. this.setVariableDependencies = function ( variable, dependencies ) {
  144. variable.dependencies = dependencies;
  145. };
  146. this.init = function () {
  147. if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'OES_texture_float' ) === false ) {
  148. return 'No OES_texture_float support for float textures.';
  149. }
  150. if ( renderer.capabilities.maxVertexTextures === 0 ) {
  151. return 'No support for vertex shader textures.';
  152. }
  153. for ( var i = 0; i < this.variables.length; i ++ ) {
  154. var variable = this.variables[ i ];
  155. // Creates rendertargets and initialize them with input texture
  156. variable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
  157. variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
  158. this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );
  159. this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] );
  160. // Adds dependencies uniforms to the ShaderMaterial
  161. var material = variable.material;
  162. var uniforms = material.uniforms;
  163. if ( variable.dependencies !== null ) {
  164. for ( var d = 0; d < variable.dependencies.length; d ++ ) {
  165. var depVar = variable.dependencies[ d ];
  166. if ( depVar.name !== variable.name ) {
  167. // Checks if variable exists
  168. var found = false;
  169. for ( var j = 0; j < this.variables.length; j ++ ) {
  170. if ( depVar.name === this.variables[ j ].name ) {
  171. found = true;
  172. break;
  173. }
  174. }
  175. if ( ! found ) {
  176. return 'Variable dependency not found. Variable=' + variable.name + ', dependency=' + depVar.name;
  177. }
  178. }
  179. uniforms[ depVar.name ] = { value: null };
  180. material.fragmentShader = '\nuniform sampler2D ' + depVar.name + ';\n' + material.fragmentShader;
  181. }
  182. }
  183. }
  184. this.currentTextureIndex = 0;
  185. return null;
  186. };
  187. this.compute = function () {
  188. var currentTextureIndex = this.currentTextureIndex;
  189. var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
  190. for ( var i = 0, il = this.variables.length; i < il; i ++ ) {
  191. var variable = this.variables[ i ];
  192. // Sets texture dependencies uniforms
  193. if ( variable.dependencies !== null ) {
  194. var uniforms = variable.material.uniforms;
  195. for ( var d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
  196. var depVar = variable.dependencies[ d ];
  197. uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;
  198. }
  199. }
  200. // Performs the computation for this variable
  201. this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );
  202. }
  203. this.currentTextureIndex = nextTextureIndex;
  204. };
  205. this.getCurrentRenderTarget = function ( variable ) {
  206. return variable.renderTargets[ this.currentTextureIndex ];
  207. };
  208. this.getAlternateRenderTarget = function ( variable ) {
  209. return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
  210. };
  211. function addResolutionDefine( materialShader ) {
  212. materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + ' )';
  213. }
  214. this.addResolutionDefine = addResolutionDefine;
  215. // The following functions can be used to compute things manually
  216. function createShaderMaterial( computeFragmentShader, uniforms ) {
  217. uniforms = uniforms || {};
  218. var material = new ShaderMaterial( {
  219. uniforms: uniforms,
  220. vertexShader: getPassThroughVertexShader(),
  221. fragmentShader: computeFragmentShader
  222. } );
  223. addResolutionDefine( material );
  224. return material;
  225. }
  226. this.createShaderMaterial = createShaderMaterial;
  227. this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
  228. sizeXTexture = sizeXTexture || sizeX;
  229. sizeYTexture = sizeYTexture || sizeY;
  230. wrapS = wrapS || ClampToEdgeWrapping;
  231. wrapT = wrapT || ClampToEdgeWrapping;
  232. minFilter = minFilter || NearestFilter;
  233. magFilter = magFilter || NearestFilter;
  234. var renderTarget = new WebGLRenderTarget( sizeXTexture, sizeYTexture, {
  235. wrapS: wrapS,
  236. wrapT: wrapT,
  237. minFilter: minFilter,
  238. magFilter: magFilter,
  239. format: RGBAFormat,
  240. type: dataType,
  241. depthBuffer: false
  242. } );
  243. return renderTarget;
  244. };
  245. this.createTexture = function () {
  246. var data = new Float32Array( sizeX * sizeY * 4 );
  247. return new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType );
  248. };
  249. this.renderTexture = function ( input, output ) {
  250. // Takes a texture, and render out in rendertarget
  251. // input = Texture
  252. // output = RenderTarget
  253. passThruUniforms.passThruTexture.value = input;
  254. this.doRenderTarget( passThruShader, output );
  255. passThruUniforms.passThruTexture.value = null;
  256. };
  257. this.doRenderTarget = function ( material, output ) {
  258. var currentRenderTarget = renderer.getRenderTarget();
  259. mesh.material = material;
  260. renderer.setRenderTarget( output );
  261. renderer.render( scene, camera );
  262. mesh.material = passThruShader;
  263. renderer.setRenderTarget( currentRenderTarget );
  264. };
  265. // Shaders
  266. function getPassThroughVertexShader() {
  267. return 'void main() {\n' +
  268. '\n' +
  269. ' gl_Position = vec4( position, 1.0 );\n' +
  270. '\n' +
  271. '}\n';
  272. }
  273. function getPassThroughFragmentShader() {
  274. return 'uniform sampler2D passThruTexture;\n' +
  275. '\n' +
  276. 'void main() {\n' +
  277. '\n' +
  278. ' vec2 uv = gl_FragCoord.xy / resolution.xy;\n' +
  279. '\n' +
  280. ' gl_FragColor = texture2D( passThruTexture, uv );\n' +
  281. '\n' +
  282. '}\n';
  283. }
  284. };
  285. export { GPUComputationRenderer };