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441 lines
11 KiB
441 lines
11 KiB
import {
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Camera,
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ClampToEdgeWrapping,
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DataTexture,
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FloatType,
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Mesh,
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NearestFilter,
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PlaneGeometry,
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RGBAFormat,
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Scene,
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ShaderMaterial,
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WebGLRenderTarget
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} from 'three';
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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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* const gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
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*
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* // Create initial state float textures
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* const pos0 = gpuCompute.createTexture();
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* const 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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* const velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
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* const 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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* 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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*
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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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* const myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
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* const myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
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*
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* const 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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* const myRenderTarget = gpuCompute.createRenderTarget();
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* myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
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*
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* const 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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class GPUComputationRenderer {
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constructor( sizeX, sizeY, renderer ) {
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this.variables = [];
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this.currentTextureIndex = 0;
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let dataType = FloatType;
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const scene = new Scene();
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const camera = new Camera();
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camera.position.z = 1;
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const passThruUniforms = {
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passThruTexture: { value: null }
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};
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const passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
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const mesh = new Mesh( new PlaneGeometry( 2, 2 ), passThruShader );
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scene.add( mesh );
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this.setDataType = function ( type ) {
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dataType = type;
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return this;
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};
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this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) {
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const material = this.createShaderMaterial( computeFragmentShader );
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const 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: NearestFilter,
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magFilter: 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.capabilities.maxVertexTextures === 0 ) {
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return 'No support for vertex shader textures.';
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}
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for ( let i = 0; i < this.variables.length; i ++ ) {
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const 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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const material = variable.material;
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const uniforms = material.uniforms;
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if ( variable.dependencies !== null ) {
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for ( let d = 0; d < variable.dependencies.length; d ++ ) {
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const 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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let found = false;
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for ( let 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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const currentTextureIndex = this.currentTextureIndex;
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const nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
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for ( let i = 0, il = this.variables.length; i < il; i ++ ) {
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const variable = this.variables[ i ];
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// Sets texture dependencies uniforms
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if ( variable.dependencies !== null ) {
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const uniforms = variable.material.uniforms;
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for ( let d = 0, dl = variable.dependencies.length; d < dl; d ++ ) {
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const 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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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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this.getAlternateRenderTarget = function ( variable ) {
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return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
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};
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this.dispose = function () {
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mesh.geometry.dispose();
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mesh.material.dispose();
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const variables = this.variables;
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for ( let i = 0; i < variables.length; i ++ ) {
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const variable = variables[ i ];
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if ( variable.initialValueTexture ) variable.initialValueTexture.dispose();
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const renderTargets = variable.renderTargets;
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for ( let j = 0; j < renderTargets.length; j ++ ) {
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const renderTarget = renderTargets[ j ];
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renderTarget.dispose();
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}
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}
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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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const material = new ShaderMaterial( {
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name: 'GPUComputationShader',
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uniforms: uniforms,
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vertexShader: getPassThroughVertexShader(),
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fragmentShader: computeFragmentShader
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} );
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addResolutionDefine( material );
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return material;
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}
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this.createShaderMaterial = createShaderMaterial;
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this.createRenderTarget = function ( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
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sizeXTexture = sizeXTexture || sizeX;
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sizeYTexture = sizeYTexture || sizeY;
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wrapS = wrapS || ClampToEdgeWrapping;
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wrapT = wrapT || ClampToEdgeWrapping;
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minFilter = minFilter || NearestFilter;
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magFilter = magFilter || NearestFilter;
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const renderTarget = new WebGLRenderTarget( sizeXTexture, sizeYTexture, {
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wrapS: wrapS,
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wrapT: wrapT,
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minFilter: minFilter,
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magFilter: magFilter,
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format: RGBAFormat,
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type: dataType,
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depthBuffer: false
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} );
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return renderTarget;
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};
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this.createTexture = function () {
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const data = new Float32Array( sizeX * sizeY * 4 );
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const texture = new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType );
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texture.needsUpdate = true;
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return texture;
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};
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this.renderTexture = function ( input, output ) {
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// Takes a texture, and render out in rendertarget
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// input = Texture
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// output = RenderTarget
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passThruUniforms.passThruTexture.value = input;
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this.doRenderTarget( passThruShader, output );
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passThruUniforms.passThruTexture.value = null;
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};
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this.doRenderTarget = function ( material, output ) {
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const currentRenderTarget = renderer.getRenderTarget();
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const currentXrEnabled = renderer.xr.enabled;
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const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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renderer.xr.enabled = false; // Avoid camera modification
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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mesh.material = material;
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renderer.setRenderTarget( output );
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renderer.render( scene, camera );
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mesh.material = passThruShader;
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renderer.xr.enabled = currentXrEnabled;
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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renderer.setRenderTarget( currentRenderTarget );
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};
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// Shaders
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function getPassThroughVertexShader() {
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return 'void main() {\n' +
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'\n' +
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' gl_Position = vec4( position, 1.0 );\n' +
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'\n' +
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'}\n';
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}
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function getPassThroughFragmentShader() {
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return 'uniform sampler2D passThruTexture;\n' +
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'\n' +
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'void main() {\n' +
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'\n' +
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' vec2 uv = gl_FragCoord.xy / resolution.xy;\n' +
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'\n' +
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' gl_FragColor = texture2D( passThruTexture, uv );\n' +
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'\n' +
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'}\n';
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}
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}
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}
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export { GPUComputationRenderer };
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