441 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			441 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| 
								 | 
							
								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 };
							 |