添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/misc/GPUComputationRenderer.js
									
									
									
									
									
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								static/sdk/three/jsm/misc/GPUComputationRenderer.js
									
									
									
									
									
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							| @ -0,0 +1,440 @@ | ||||
| import { | ||||
| 	Camera, | ||||
| 	ClampToEdgeWrapping, | ||||
| 	DataTexture, | ||||
| 	FloatType, | ||||
| 	Mesh, | ||||
| 	NearestFilter, | ||||
| 	PlaneGeometry, | ||||
| 	RGBAFormat, | ||||
| 	Scene, | ||||
| 	ShaderMaterial, | ||||
| 	WebGLRenderTarget | ||||
| } from 'three'; | ||||
|  | ||||
| /** | ||||
|  * 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 | ||||
|  * const gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer ); | ||||
|  * | ||||
|  * // Create initial state float textures | ||||
|  * const pos0 = gpuCompute.createTexture(); | ||||
|  * const vel0 = gpuCompute.createTexture(); | ||||
|  * // and fill in here the texture data... | ||||
|  * | ||||
|  * // Add texture variables | ||||
|  * const velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 ); | ||||
|  * const 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 | ||||
|  * const 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. | ||||
|  * | ||||
|  * const myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } ); | ||||
|  * const myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } ); | ||||
|  * | ||||
|  * const inputTexture = gpuCompute.createTexture(); | ||||
|  * | ||||
|  * // Fill in here inputTexture... | ||||
|  * | ||||
|  * myFilter1.uniforms.theTexture.value = inputTexture; | ||||
|  * | ||||
|  * const myRenderTarget = gpuCompute.createRenderTarget(); | ||||
|  * myFilter2.uniforms.theTexture.value = myRenderTarget.texture; | ||||
|  * | ||||
|  * const 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 | ||||
|   */ | ||||
|  | ||||
| class GPUComputationRenderer { | ||||
|  | ||||
| 	constructor( sizeX, sizeY, renderer ) { | ||||
|  | ||||
| 		this.variables = []; | ||||
|  | ||||
| 		this.currentTextureIndex = 0; | ||||
|  | ||||
| 		let dataType = FloatType; | ||||
|  | ||||
| 		const scene = new Scene(); | ||||
|  | ||||
| 		const camera = new Camera(); | ||||
| 		camera.position.z = 1; | ||||
|  | ||||
| 		const passThruUniforms = { | ||||
| 			passThruTexture: { value: null } | ||||
| 		}; | ||||
|  | ||||
| 		const passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms ); | ||||
|  | ||||
| 		const mesh = new Mesh( new PlaneGeometry( 2, 2 ), passThruShader ); | ||||
| 		scene.add( mesh ); | ||||
|  | ||||
|  | ||||
| 		this.setDataType = function ( type ) { | ||||
|  | ||||
| 			dataType = type; | ||||
| 			return this; | ||||
|  | ||||
| 		}; | ||||
|  | ||||
| 		this.addVariable = function ( variableName, computeFragmentShader, initialValueTexture ) { | ||||
|  | ||||
| 			const material = this.createShaderMaterial( computeFragmentShader ); | ||||
|  | ||||
| 			const 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.maxVertexTextures === 0 ) { | ||||
|  | ||||
| 				return 'No support for vertex shader textures.'; | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 			for ( let i = 0; i < this.variables.length; i ++ ) { | ||||
|  | ||||
| 				const 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 | ||||
| 				const material = variable.material; | ||||
| 				const uniforms = material.uniforms; | ||||
|  | ||||
| 				if ( variable.dependencies !== null ) { | ||||
|  | ||||
| 					for ( let d = 0; d < variable.dependencies.length; d ++ ) { | ||||
|  | ||||
| 						const depVar = variable.dependencies[ d ]; | ||||
|  | ||||
| 						if ( depVar.name !== variable.name ) { | ||||
|  | ||||
| 							// Checks if variable exists | ||||
| 							let found = false; | ||||
|  | ||||
| 							for ( let 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 () { | ||||
|  | ||||
| 			const currentTextureIndex = this.currentTextureIndex; | ||||
| 			const nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0; | ||||
|  | ||||
| 			for ( let i = 0, il = this.variables.length; i < il; i ++ ) { | ||||
|  | ||||
| 				const variable = this.variables[ i ]; | ||||
|  | ||||
| 				// Sets texture dependencies uniforms | ||||
| 				if ( variable.dependencies !== null ) { | ||||
|  | ||||
| 					const uniforms = variable.material.uniforms; | ||||
|  | ||||
| 					for ( let d = 0, dl = variable.dependencies.length; d < dl; d ++ ) { | ||||
|  | ||||
| 						const 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 ]; | ||||
|  | ||||
| 		}; | ||||
|  | ||||
| 		this.dispose = function () { | ||||
|  | ||||
| 			mesh.geometry.dispose(); | ||||
| 			mesh.material.dispose(); | ||||
|  | ||||
| 			const variables = this.variables; | ||||
|  | ||||
| 			for ( let i = 0; i < variables.length; i ++ ) { | ||||
|  | ||||
| 				const variable = variables[ i ]; | ||||
|  | ||||
| 				if ( variable.initialValueTexture ) variable.initialValueTexture.dispose(); | ||||
|  | ||||
| 				const renderTargets = variable.renderTargets; | ||||
|  | ||||
| 				for ( let j = 0; j < renderTargets.length; j ++ ) { | ||||
|  | ||||
| 					const renderTarget = renderTargets[ j ]; | ||||
| 					renderTarget.dispose(); | ||||
|  | ||||
| 				} | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 		}; | ||||
|  | ||||
| 		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 || {}; | ||||
|  | ||||
| 			const material = new ShaderMaterial( { | ||||
| 				name: 'GPUComputationShader', | ||||
| 				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; | ||||
|  | ||||
| 			const renderTarget = new WebGLRenderTarget( sizeXTexture, sizeYTexture, { | ||||
| 				wrapS: wrapS, | ||||
| 				wrapT: wrapT, | ||||
| 				minFilter: minFilter, | ||||
| 				magFilter: magFilter, | ||||
| 				format: RGBAFormat, | ||||
| 				type: dataType, | ||||
| 				depthBuffer: false | ||||
| 			} ); | ||||
|  | ||||
| 			return renderTarget; | ||||
|  | ||||
| 		}; | ||||
|  | ||||
| 		this.createTexture = function () { | ||||
|  | ||||
| 			const data = new Float32Array( sizeX * sizeY * 4 ); | ||||
| 			const texture = new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType ); | ||||
| 			texture.needsUpdate = true; | ||||
| 			return texture; | ||||
|  | ||||
| 		}; | ||||
|  | ||||
| 		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 ) { | ||||
|  | ||||
| 			const currentRenderTarget = renderer.getRenderTarget(); | ||||
|  | ||||
| 			const currentXrEnabled = renderer.xr.enabled; | ||||
| 			const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate; | ||||
|  | ||||
| 			renderer.xr.enabled = false; // Avoid camera modification | ||||
| 			renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows | ||||
| 			mesh.material = material; | ||||
| 			renderer.setRenderTarget( output ); | ||||
| 			renderer.render( scene, camera ); | ||||
| 			mesh.material = passThruShader; | ||||
|  | ||||
| 			renderer.xr.enabled = currentXrEnabled; | ||||
| 			renderer.shadowMap.autoUpdate = currentShadowAutoUpdate; | ||||
|  | ||||
| 			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 }; | ||||
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