mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Adding GPUComputationRenderer to project. Adding gpgpu_example HTML as a reference.
This commit is contained in:
10
TODO.txt
10
TODO.txt
@@ -11,6 +11,9 @@ Much later:
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Dissolve threejs project into webgl project
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Maybe webgl2 project?
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Deluxe
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Raindrop sound
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https://youtu.be/KoQOKq1C3O4?t=30
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https://youtu.be/h1vLZeVAp5o?t=28
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Flashing row effect?
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https://youtu.be/z_KmNZNT5xw?t=16
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Square event?
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@@ -18,3 +21,10 @@ Much later:
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https://youtu.be/721sG2D_9-U?t=67
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More patterns?
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Symbol duplication is common
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Also interesting:
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The Matrix code for the Zion Control construct is sparser, slower, bluer, and annotated
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https://www.youtube.com/watch?v=Jt5z3OEjDzU
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134
gpgpu_example.html
Normal file
134
gpgpu_example.html
Normal file
@@ -0,0 +1,134 @@
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<!DOCTYPE html>
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<html lang="en">
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<body style="height: 100vh; margin: 0; overflow: hidden; position: fixed; padding: 0; width: 100vw;">
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<script src="./lib/three.js"></script>
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<script src="./js/GPUComputationRenderer.js"></script>
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<script>
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const WIDTH = 64;
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const NUM_TEXELS = WIDTH * WIDTH;
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const BOUNDS = 512;
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const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.set( 0, 200, 350 );
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camera.rotation.set(Math.PI * -0.25, 0, 0);
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const scene = new THREE.Scene();
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const renderer = new THREE.WebGLRenderer();
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renderer.setClearColor(new THREE.Color(1, 1, 1), 1);
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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const material = new THREE.MeshBasicMaterial( { map: null, flatShading: false, transparent:false } );
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const plane = new THREE.Mesh( new THREE.PlaneBufferGeometry( BOUNDS, BOUNDS ), material );
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plane.rotation.x = - Math.PI / 2;
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scene.add( plane );
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// Creates the gpu computation class and sets it up
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const gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
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const heightmap0 = gpuCompute.createTexture();
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const waterMaxHeight = 10;
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const pixels = heightmap0.image.data;
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let p = 0;
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for ( let j = 0; j < WIDTH; j++ ) {
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for ( let i = 0; i < WIDTH; i++ ) {
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pixels[ p + 0 ] = 0;
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pixels[ p + 1 ] = 0;
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pixels[ p + 2 ] = 0;
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pixels[ p + 3 ] = 1;
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p += 4;
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}
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}
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const heightmapVariable = gpuCompute.addVariable(
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"heightmap",
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`
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#include <common>
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uniform vec2 mousePos;
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uniform float mouseSize;
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uniform float viscosityConstant;
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#define deltaTime ( 1.0 / 60.0 )
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#define GRAVITY_CONSTANT ( resolution.x * deltaTime * 3.0 )
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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vec2 uv = gl_FragCoord.xy * cellSize;
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// heightmapValue.x == height
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// heightmapValue.y == velocity
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// heightmapValue.z, heightmapValue.w not used
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vec4 heightmapValue = texture2D( heightmap, uv );
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// Get neighbours
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vec4 north = texture2D( heightmap, uv + vec2( 0.0, cellSize.y ) );
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vec4 south = texture2D( heightmap, uv + vec2( 0.0, - cellSize.y ) );
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vec4 east = texture2D( heightmap, uv + vec2( cellSize.x, 0.0 ) );
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vec4 west = texture2D( heightmap, uv + vec2( - cellSize.x, 0.0 ) );
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float sump = north.x + south.x + east.x + west.x - 4.0 * heightmapValue.x;
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float accel = sump * GRAVITY_CONSTANT;
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// Dynamics
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heightmapValue.y += accel;
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heightmapValue.x += heightmapValue.y * deltaTime;
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// Viscosity
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heightmapValue.x += sump * viscosityConstant;
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// Mouse influence
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float mousePhase = clamp( length( ( uv - vec2( 0.5 ) ) * BOUNDS - vec2( mousePos.x, - mousePos.y ) ) * PI / mouseSize, 0.0, PI );
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heightmapValue.x += cos( mousePhase ) + 1.0;
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gl_FragColor = heightmapValue;
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}
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`
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,
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heightmap0
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);
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gpuCompute.setVariableDependencies( heightmapVariable, [ heightmapVariable ] );
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heightmapVariable.material.uniforms.mousePos = { value: new THREE.Vector2( 10000, 10000 ) };
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heightmapVariable.material.uniforms.mouseSize = { value: 20.0 };
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heightmapVariable.material.uniforms.viscosityConstant = { value: 0.03 };
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heightmapVariable.material.defines.BOUNDS = BOUNDS.toFixed( 1 );
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const error = gpuCompute.init();
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if ( error !== null ) {
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console.error( error );
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}
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const smoothShader = gpuCompute.createShaderMaterial(
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`
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uniform sampler2D texture;
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void main() {
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vec2 cellSize = 1.0 / resolution.xy;
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vec2 uv = gl_FragCoord.xy * cellSize;
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// Computes the mean of texel and 4 neighbours
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vec4 textureValue = texture2D( texture, uv );
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textureValue += texture2D( texture, uv + vec2( 0.0, cellSize.y ) );
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textureValue += texture2D( texture, uv + vec2( 0.0, - cellSize.y ) );
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textureValue += texture2D( texture, uv + vec2( cellSize.x, 0.0 ) );
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textureValue += texture2D( texture, uv + vec2( - cellSize.x, 0.0 ) );
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textureValue /= 5.0;
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gl_FragColor = textureValue;
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}
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`,
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{ texture: { value: null } }
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);
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const smoothWater = () => {
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const currentRenderTarget = gpuCompute.getCurrentRenderTarget( heightmapVariable );
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const alternateRenderTarget = gpuCompute.getAlternateRenderTarget( heightmapVariable );
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for ( const i = 0; i < 10; i++ ) {
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smoothShader.uniforms.texture.value = currentRenderTarget.texture;
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gpuCompute.doRenderTarget( smoothShader, alternateRenderTarget );
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smoothShader.uniforms.texture.value = alternateRenderTarget.texture;
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gpuCompute.doRenderTarget( smoothShader, currentRenderTarget );
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}
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}
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setInterval(() => {
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heightmapVariable.material.uniforms.mousePos.value.set(
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(Math.random() - 0.5) * BOUNDS,
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(Math.random() - 0.5) * BOUNDS
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);
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}, 1000);
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const animate = () => {
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requestAnimationFrame( animate );
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gpuCompute.compute(); // Do the gpu computation
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material.map = gpuCompute.getCurrentRenderTarget( heightmapVariable ).texture; // Get compute output in custom uniform
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renderer.render( scene, camera );
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heightmapVariable.material.uniforms.mousePos.value.set( 10000, 10000 );
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}
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animate();
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</script>
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</body>
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</html>
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@@ -1,4 +1,10 @@
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<html><body style="height: 100vh; margin: 0; overflow: hidden; position: fixed; padding: 0; width: 100vw;">
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<html>
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<head>
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<title>Matrix digital rain</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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</head>
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<body style="height: 100vh; margin: 0; overflow: hidden; position: fixed; padding: 0; width: 100vw;">
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<script src="./lib/three.js"></script>
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<script src="./js/CopyShader.js"></script>
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@@ -12,6 +18,7 @@
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<script src="./js/LuminosityHighPassShader.js"></script>
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<script src="./js/UnrealBloomPass.js"></script>
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<script src="./js/ImageOverlayPass.js"></script>
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<script src="./js/GPUComputationRenderer.js"></script>
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<script src="./js/MatrixMaterial.js"></script>
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<script src="./js/MatrixGeometry.js"></script>
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368
js/GPUComputationRenderer.js
Normal file
368
js/GPUComputationRenderer.js
Normal file
@@ -0,0 +1,368 @@
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/**
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* @author yomboprime https://github.com/yomboprime
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*
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* GPUComputationRenderer, based on SimulationRenderer by zz85
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*
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* The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
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* for each compute element (texel)
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*
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* Each variable has a fragment shader that defines the computation made to obtain the variable in question.
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* You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
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* (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
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*
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* The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
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* as inputs to render the textures of the next frame.
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*
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* The render targets of the variables can be used as input textures for your visualization shaders.
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*
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* Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
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* a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
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*
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* The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
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* #DEFINE resolution vec2( 1024.0, 1024.0 )
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*
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* -------------
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*
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* Basic use:
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*
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* // Initialization...
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*
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* // Create computation renderer
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* var gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
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*
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* // Create initial state float textures
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* var pos0 = gpuCompute.createTexture();
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* var vel0 = gpuCompute.createTexture();
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* // and fill in here the texture data...
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*
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* // Add texture variables
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* var velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
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* var posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
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*
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* // Add variable dependencies
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* gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
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* gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
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*
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* // Add custom uniforms
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* velVar.material.uniforms.time = { value: 0.0 };
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*
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* // Check for completeness
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* var error = gpuCompute.init();
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* if ( error !== null ) {
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* console.error( error );
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* }
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*
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*
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* // In each frame...
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*
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* // Compute!
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* gpuCompute.compute();
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*
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* // Update texture uniforms in your visualization materials with the gpu renderer output
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* myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
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*
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* // Do your rendering
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* renderer.render( myScene, myCamera );
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*
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* -------------
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*
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* Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
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* Note that the shaders can have multiple input textures.
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*
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* var myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
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* var myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
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*
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* var inputTexture = gpuCompute.createTexture();
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*
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* // Fill in here inputTexture...
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*
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* myFilter1.uniforms.theTexture.value = inputTexture;
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*
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* var myRenderTarget = gpuCompute.createRenderTarget();
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* myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
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*
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* var outputRenderTarget = gpuCompute.createRenderTarget();
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*
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* // Now use the output texture where you want:
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* myMaterial.uniforms.map.value = outputRenderTarget.texture;
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*
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* // And compute each frame, before rendering to screen:
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* gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
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* gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
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*
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*
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*
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* @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
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* @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
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* @param {WebGLRenderer} renderer The renderer
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*/
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function GPUComputationRenderer( sizeX, sizeY, renderer ) {
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this.variables = [];
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this.currentTextureIndex = 0;
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var scene = new THREE.Scene();
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var camera = new THREE.Camera();
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camera.position.z = 1;
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var passThruUniforms = {
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texture: { value: null }
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};
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var passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
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var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), passThruShader );
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scene.add( mesh );
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this.addVariable = function( variableName, computeFragmentShader, initialValueTexture ) {
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var material = this.createShaderMaterial( computeFragmentShader );
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var variable = {
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name: variableName,
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initialValueTexture: initialValueTexture,
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material: material,
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dependencies: null,
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renderTargets: [],
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wrapS: null,
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wrapT: null,
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter
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};
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this.variables.push( variable );
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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() {
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if ( ! renderer.extensions.get( "OES_texture_float" ) ) {
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return "No OES_texture_float support for float textures.";
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}
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if ( renderer.capabilities.maxVertexTextures === 0 ) {
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return "No support for vertex shader textures.";
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}
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for ( var i = 0; i < this.variables.length; i++ ) {
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var variable = this.variables[ i ];
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// 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 );
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variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
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this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );
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this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] );
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// Adds dependencies uniforms to the ShaderMaterial
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var material = variable.material;
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var uniforms = material.uniforms;
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if ( variable.dependencies !== null ) {
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for ( var d = 0; d < variable.dependencies.length; d++ ) {
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var depVar = variable.dependencies[ d ];
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if ( depVar.name !== variable.name ) {
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// Checks if variable exists
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var found = false;
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for ( var j = 0; j < this.variables.length; j++ ) {
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if ( depVar.name === this.variables[ j ].name ) {
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found = true;
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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 };
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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;
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return null;
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};
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this.compute = function() {
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var currentTextureIndex = this.currentTextureIndex;
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var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
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for ( var i = 0, il = this.variables.length; i < il; i++ ) {
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var variable = this.variables[ i ];
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// Sets texture dependencies uniforms
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if ( variable.dependencies !== null ) {
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var uniforms = variable.material.uniforms;
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for ( var d = 0, dl = variable.dependencies.length; d < dl; d++ ) {
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var depVar = variable.dependencies[ d ];
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uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;
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}
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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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}
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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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};
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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;
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// The following functions can be used to compute things manually
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function createShaderMaterial( computeFragmentShader, uniforms ) {
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uniforms = uniforms || {};
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||||
|
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var material = new THREE.ShaderMaterial( {
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uniforms: uniforms,
|
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vertexShader: getPassThroughVertexShader(),
|
||||
fragmentShader: computeFragmentShader
|
||||
} );
|
||||
|
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addResolutionDefine( material );
|
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|
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return material;
|
||||
}
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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;
|
||||
|
||||
var renderTarget = new THREE.WebGLRenderTarget( sizeXTexture, sizeYTexture, {
|
||||
wrapS: wrapS,
|
||||
wrapT: wrapT,
|
||||
minFilter: minFilter,
|
||||
magFilter: magFilter,
|
||||
format: THREE.RGBAFormat,
|
||||
type: ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) ? THREE.HalfFloatType : THREE.FloatType,
|
||||
stencilBuffer: false,
|
||||
depthBuffer: false
|
||||
} );
|
||||
|
||||
return renderTarget;
|
||||
|
||||
};
|
||||
|
||||
this.createTexture = function() {
|
||||
|
||||
var a = new Float32Array( sizeX * sizeY * 4 );
|
||||
var texture = new THREE.DataTexture( a, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType );
|
||||
texture.needsUpdate = true;
|
||||
|
||||
return texture;
|
||||
|
||||
};
|
||||
|
||||
|
||||
this.renderTexture = function( input, output ) {
|
||||
|
||||
// Takes a texture, and render out in rendertarget
|
||||
// input = Texture
|
||||
// output = RenderTarget
|
||||
|
||||
passThruUniforms.texture.value = input;
|
||||
|
||||
this.doRenderTarget( passThruShader, output);
|
||||
|
||||
passThruUniforms.texture.value = null;
|
||||
|
||||
};
|
||||
|
||||
this.doRenderTarget = function( material, output ) {
|
||||
|
||||
mesh.material = material;
|
||||
renderer.render( scene, camera, output );
|
||||
mesh.material = passThruShader;
|
||||
|
||||
};
|
||||
|
||||
// Shaders
|
||||
|
||||
function getPassThroughVertexShader() {
|
||||
|
||||
return "void main() {\n" +
|
||||
"\n" +
|
||||
" gl_Position = vec4( position, 1.0 );\n" +
|
||||
"\n" +
|
||||
"}\n";
|
||||
|
||||
}
|
||||
|
||||
function getPassThroughFragmentShader() {
|
||||
|
||||
return "uniform sampler2D texture;\n" +
|
||||
"\n" +
|
||||
"void main() {\n" +
|
||||
"\n" +
|
||||
" vec2 uv = gl_FragCoord.xy / resolution.xy;\n" +
|
||||
"\n" +
|
||||
" gl_FragColor = texture2D( texture, uv );\n" +
|
||||
"\n" +
|
||||
"}\n";
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user