polygonjs-engine
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node-based webgl 3D engine https://polygonjs.com
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JavaScript
/**
* 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
* var gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
*
* // Create initial state float textures
* var pos0 = gpuCompute.createTexture();
* var vel0 = gpuCompute.createTexture();
* // and fill in here the texture data...
*
* // Add texture variables
* var velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
* var 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
* var 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 ShaderMaterial and perform computations (rendering between textures)
* Note that the shaders can have multiple input textures.
*
* var myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
* var myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
*
* var inputTexture = gpuCompute.createTexture();
*
* // Fill in here inputTexture...
*
* myFilter1.uniforms.theTexture.value = inputTexture;
*
* var myRenderTarget = gpuCompute.createRenderTarget();
* myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
*
* var 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
*/
import {Camera} from 'three/src/cameras/Camera';
import {ClampToEdgeWrapping, FloatType, NearestFilter, RGBAFormat} from 'three/src/constants';
import {DataTexture} from 'three/src/textures/DataTexture';
import {Mesh} from 'three/src/objects/Mesh';
import {PlaneBufferGeometry} from 'three/src/geometries/PlaneBufferGeometry';
import {Scene} from 'three/src/scenes/Scene';
import {ShaderMaterial} from 'three/src/materials/ShaderMaterial';
import {WebGLRenderTarget} from 'three/src/renderers/WebGLRenderTarget';
// const THREE = {Camera, ClampToEdgeWrapping, FloatType, HalfFloatType, NearestFilter, RGBAFormat, DataTexture, mesh, PlaneBufferGeometry, Scene, ShaderMaterial, WebGLRenderTarget}
var GPUComputationRenderer = function (sizeX, sizeY, renderer) {
this.variables = [];
this.currentTextureIndex = 0;
var dataType = FloatType;
var scene = new Scene();
scene.matrixAutoUpdate = false;
var camera = new Camera();
camera.position.z = 1;
camera.matrixAutoUpdate = false;
camera.updateMatrix();
var passThruUniforms = {
passThruTexture: {value: null},
};
var passThruShader = createShaderMaterial(getPassThroughFragmentShader(), passThruUniforms);
var mesh = new Mesh(new PlaneBufferGeometry(2, 2), passThruShader);
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
scene.add(mesh);
this.setDataType = function (type) {
dataType = type;
return this;
};
this.addVariable = function (variableName, computeFragmentShader, initialValueTexture) {
var material = this.createShaderMaterial(computeFragmentShader);
var 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 (var i = 0; i < this.variables.length; i++) {
var 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 ShaderMaterial
var material = variable.material;
var uniforms = material.uniforms;
if (variable.dependencies !== null) {
for (var d = 0; d < variable.dependencies.length; d++) {
var depVar = variable.dependencies[d];
if (depVar.name !== variable.name) {
// Checks if variable exists
var found = false;
for (var 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 () {
var currentTextureIndex = this.currentTextureIndex;
var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
for (var i = 0, il = this.variables.length; i < il; i++) {
var variable = this.variables[i];
// Sets texture dependencies uniforms
if (variable.dependencies !== null) {
var uniforms = variable.material.uniforms;
for (var d = 0, dl = variable.dependencies.length; d < dl; d++) {
var 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 || {};
var 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;
var renderTarget = new WebGLRenderTarget(sizeXTexture, sizeYTexture, {
wrapS: wrapS,
wrapT: wrapT,
minFilter: minFilter,
magFilter: magFilter,
format: RGBAFormat,
type: dataType,
depthBuffer: false,
});
return renderTarget;
};
this.createTexture = function () {
var data = new Float32Array(sizeX * sizeY * 4);
return new DataTexture(data, sizeX, sizeY, RGBAFormat, 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) {
var 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'
);
}
};
export {GPUComputationRenderer};