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Adding GPUComputationRenderer to project. Adding gpgpu_example HTML as a reference.
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134
gpgpu_example.html
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134
gpgpu_example.html
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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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