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index.js
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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const three_1 = require("three");
class GPUComputationRendererVariable {
constructor() {
this.renderTargets = [];
this.dependencies = [];
}
}
exports.GPUComputationRendererVariable = GPUComputationRendererVariable;
class GPUComputationRenderer {
constructor(sizeX, sizeY, renderer) {
this.sizeX = sizeX;
this.sizeY = sizeY;
this.renderer = renderer;
this.variables = [];
this.currentTextureIndex = 0;
this.scene = new three_1.Scene();
this.camera = new three_1.Camera();
this.camera.position.z = 1;
this.passThruUniforms = {
texture: { value: null }
};
this.passThruShader = this.createShaderMaterial(this.getPassThroughFragmentShader(), this.passThruUniforms);
this.mesh = new three_1.Mesh(new three_1.PlaneBufferGeometry(2, 2), this.passThruShader);
this.scene.add(this.mesh);
}
createShaderMaterial(computeFragmentShader, uniforms = {}) {
let material = new three_1.ShaderMaterial({
uniforms,
vertexShader: this.getPassThroughVertexShader(),
fragmentShader: computeFragmentShader
});
this.addResolutionDefine(material);
return material;
}
addResolutionDefine(materialShader) {
materialShader.defines.resolution =
"vec2( " +
this.sizeX.toFixed(1) +
", " +
this.sizeY.toFixed(1) +
" )";
}
getPassThroughVertexShader() {
return `void main(){
gl_Position = vec4( position, 1.0 );
}`;
}
getPassThroughFragmentShader() {
return `uniform sampler2D texture;
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
gl_FragColor = texture2D( texture, uv );
}`;
}
addVariable(variableName, computeFragmentShader, initialValueTexture) {
let material = this.createShaderMaterial(computeFragmentShader);
let variable = {
name: variableName,
initialValueTexture,
material,
dependencies: null,
renderTargets: [],
wrapS: null,
wrapT: null,
minFilter: three_1.NearestFilter,
magFilter: three_1.NearestFilter
};
this.variables.push(variable);
return variable;
}
setVariableDependencies(variable, dependencies) {
variable.dependencies = dependencies;
}
init() {
if (!this.renderer.extensions.get("OES_texture_float")) {
return "No OES_texture_float support for float textures.";
}
if (this.renderer.capabilities.maxVertexTextures === 0) {
return "No support for vertex shader textures.";
}
for (let i = 0; i < this.variables.length; i++) {
let variable = this.variables[i];
variable.renderTargets[0] = this.createRenderTarget(this.sizeX, this.sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter);
variable.renderTargets[1] = this.createRenderTarget(this.sizeX, this.sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter);
this.renderTexture(variable.initialValueTexture, variable.renderTargets[0]);
this.renderTexture(variable.initialValueTexture, variable.renderTargets[1]);
let material = variable.material;
let uniforms = material.uniforms;
if (variable.dependencies !== null) {
for (let d = 0; d < variable.dependencies.length; d++) {
let depVar = variable.dependencies[d];
if (depVar.name !== variable.name) {
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;
}
createRenderTarget(sizeXTexture = this.sizeX, sizeYTexture = this.sizeY, wrapS = three_1.ClampToEdgeWrapping, wrapT = three_1.ClampToEdgeWrapping, minFilter = three_1.NearestFilter, magFilter = three_1.NearestFilter) {
let renderTarget = new three_1.WebGLRenderTarget(sizeXTexture, sizeYTexture, {
wrapS,
wrapT,
minFilter,
magFilter,
format: three_1.RGBAFormat,
type: /(iPad|iPhone|iPod)/g.test(window.navigator.userAgent)
? three_1.HalfFloatType
: three_1.FloatType,
stencilBuffer: false
});
return renderTarget;
}
compute() {
let currentTextureIndex = this.currentTextureIndex;
let nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
for (let i = 0, il = this.variables.length; i < il; i++) {
let variable = this.variables[i];
if (variable.dependencies !== null) {
let uniforms = variable.material.uniforms;
for (let d = 0, dl = variable.dependencies.length; d < dl; d++) {
let depVar = variable.dependencies[d];
uniforms[depVar.name].value =
depVar.renderTargets[currentTextureIndex].texture;
}
}
this.doRenderTarget(variable.material, variable.renderTargets[nextTextureIndex]);
}
this.currentTextureIndex = nextTextureIndex;
}
doRenderTarget(material, output) {
this.mesh.material = material;
this.renderer.render(this.scene, this.camera, output);
this.mesh.material = this.passThruShader;
}
renderTexture(input, output) {
this.passThruUniforms.texture.value = input;
this.doRenderTarget(this.passThruShader, output);
this.passThruUniforms.texture.value = null;
}
getCurrentRenderTarget(variable) {
return variable.renderTargets[this.currentTextureIndex];
}
getAlternateRenderTarget(variable) {
return variable.renderTargets[this.currentTextureIndex === 0 ? 1 : 0];
}
createTexture(sizeXTexture = this.sizeX, sizeYTexture = this.sizeY) {
let a = new Float32Array(sizeXTexture * sizeYTexture * 4);
let texture = new three_1.DataTexture(a, this.sizeX, this.sizeY, three_1.RGBAFormat, three_1.FloatType);
texture.needsUpdate = true;
return texture;
}
}
exports.GPUComputationRenderer = GPUComputationRenderer;