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Something similar to Geometry Shader
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#include <common> | |
varying vec3 v_tt; | |
void main() { | |
gl_FragColor = vec4( | |
abs(v_tt.x), | |
abs(v_tt.y), | |
abs(v_tt.z), | |
1.0 | |
); | |
} |
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#include <common> | |
uniform sampler2D tPos; | |
// uniform sampler2D tIdx; | |
varying vec3 v_tt; | |
void main() { | |
// vec3 newPos = vec3(1.0); | |
// position is changed to host uv vals | |
vec4 tt = texture2D(tPos, position.xy); | |
// vec4 idx = texture2D(tIdx, position.xy); | |
v_tt = normalize(tt.xyz); | |
vec4 mvPosition = modelViewMatrix * tt; | |
vec4 outputPos = projectionMatrix * mvPosition; | |
gl_Position = outputPos; | |
} |
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/* eslint-disable */ | |
/** | |
* @author yomboprime https://github.com/yomboprime | |
* | |
* 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 * as THREE from 'three'; | |
export default function GPUComputationRenderer( sizeX, sizeY, renderer ) { | |
this.variables = []; | |
this.currentTextureIndex = 0; | |
var scene = new THREE.Scene(); | |
var camera = new THREE.Camera(); | |
camera.position.z = 1; | |
var passThruUniforms = { | |
texture: { value: null } | |
}; | |
var passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms ); | |
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), passThruShader ); | |
scene.add( mesh ); | |
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: THREE.NearestFilter, | |
magFilter: THREE.NearestFilter | |
}; | |
this.variables.push( variable ); | |
return variable; | |
}; | |
this.setVariableDependencies = function( variable, dependencies ) { | |
variable.dependencies = dependencies; | |
}; | |
this.init = function() { | |
if ( ! renderer.extensions.get( "OES_texture_float" ) ) { | |
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 THREE.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 || THREE.ClampToEdgeWrapping; | |
wrapT = wrapT || THREE.ClampToEdgeWrapping; | |
minFilter = minFilter || THREE.NearestFilter; | |
magFilter = magFilter || THREE.NearestFilter; | |
var renderTarget = new THREE.WebGLRenderTarget( sizeXTexture, sizeYTexture, { | |
wrapS: wrapS, | |
wrapT: wrapT, | |
minFilter: minFilter, | |
magFilter: magFilter, | |
format: THREE.RGBAFormat, | |
type: ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) ? THREE.HalfFloatType : THREE.FloatType, | |
stencilBuffer: false | |
} ); | |
return renderTarget; | |
}; | |
this.createTexture = function( sizeXTexture, sizeYTexture ) { | |
sizeXTexture = sizeXTexture || sizeX; | |
sizeYTexture = sizeYTexture || sizeY; | |
var a = new Float32Array( sizeXTexture * sizeYTexture * 4 ); | |
var texture = new THREE.DataTexture( a, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType ); | |
texture.needsUpdate = true; | |
return texture; | |
}; | |
this.renderTexture = function( input, output ) { | |
// Takes a texture, and render out in rendertarget | |
// input = Texture | |
// output = RenderTarget | |
passThruUniforms.texture.value = input; | |
this.doRenderTarget( passThruShader, output); | |
passThruUniforms.texture.value = null; | |
}; | |
this.doRenderTarget = function( material, output ) { | |
mesh.material = material; | |
renderer.render( scene, camera, output ); | |
mesh.material = passThruShader; | |
}; | |
// Shaders | |
function getPassThroughVertexShader() { | |
return "void main() {\n" + | |
"\n" + | |
" gl_Position = vec4( position, 1.0 );\n" + | |
"\n" + | |
"}\n"; | |
} | |
function getPassThroughFragmentShader() { | |
return "uniform sampler2D texture;\n" + | |
"\n" + | |
"void main() {\n" + | |
"\n" + | |
" vec2 uv = gl_FragCoord.xy / resolution.xy;\n" + | |
"\n" + | |
" gl_FragColor = texture2D( texture, uv );\n" + | |
"\n" + | |
"}\n"; | |
} | |
} |
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import * as THREE from 'three' | |
import 'imports-loader?THREE=three!three/examples/js/postprocessing/EffectComposer.js' | |
import 'imports-loader?THREE=three!three/examples/js/postprocessing/RenderPass.js' | |
import 'imports-loader?THREE=three!three/examples/js/postprocessing/MaskPass.js' | |
import 'imports-loader?THREE=three!three/examples/js/postprocessing/ShaderPass.js' | |
import 'imports-loader?THREE=three!three/examples/js/shaders/CopyShader.js' | |
import 'imports-loader?THREE=three!three/examples/js/shaders/FXAAShader.js' | |
import 'imports-loader?THREE=three!three/examples/js/shaders/ConvolutionShader.js' | |
import 'imports-loader?THREE=three!three/examples/js/shaders/LuminosityHighPassShader.js' | |
import 'imports-loader?THREE=three!three/examples/js/postprocessing/UnrealBloomPass.js' | |
import 'imports-loader?THREE=three!three/examples/js/controls/OrbitControls.js' | |
import * as vertexer from './vertexer/vertexer' | |
import * as dat from 'dat.gui' | |
var CONFIG = { | |
edit: true && !(process.env.NODE_ENV === 'production'), | |
// camPos: [0.00000905161650112143, -1.6328903203517724, 0.017842728918007384], | |
// camPos: [0, 0, 275], | |
camPos: [70.6803230191502, 126.7125806507623, -401.1762804647324], | |
bgColor: 0x50505, | |
useComposer: true, | |
bloomPass: { | |
threshold: 0.00001, | |
// strength: 4.5, | |
strength: 2.3, | |
radius: 1.0 | |
} | |
} | |
var renderer, composer, size, scene, camera, rAFID, dpi, gui, graph, bloomPass | |
var syncSizeHandler = () => { | |
composer.setSize(size.width * dpi, size.height * dpi) | |
renderer.setPixelRatio(dpi) | |
renderer.setSize(size.width, size.height) | |
camera.aspect = size.width / size.height | |
camera.updateProjectionMatrix() | |
} | |
var addColor = ({ gui, color }) => { | |
let obj = { | |
color: color.getHex() | |
} | |
let api = gui.addColor(obj, 'color') | |
api.onChange((val) => { | |
color.setHex(val) | |
color.needsUpdate = true | |
}) | |
return api | |
} | |
var setupEditorGUI = ({ dom }) => { | |
let visible = true | |
gui = new dat.GUI({ name: 'home', autoPlace: visible }) | |
gui.add(bloomPass, 'threshold', 0, 1); | |
gui.add(bloomPass, 'strength', 0, 10); | |
gui.add(bloomPass, 'radius', 0, 3); | |
addColor({ gui, color: scene.background }) | |
var control = new THREE.OrbitControls(camera, dom) | |
control.addEventListener('change', () => { | |
console.log(`${camera.position.x}, ${camera.position.y}, ${camera.position.z}`) | |
}) | |
setInterval(() => { | |
control.update() | |
}, 1000 / 60) | |
window.addEventListener('cleanup-gl', () => { | |
gui.destroy() | |
}) | |
} | |
var setupCamera = () => { | |
let fov = 75 | |
let aspect = size.width / size.height | |
let near = 0.1 | |
let far = 10000 | |
camera = new THREE.PerspectiveCamera(fov, aspect, near, far) | |
camera.position.fromArray(CONFIG.camPos) | |
camera.lookAt(0,0,0) | |
} | |
var setupRenderer = ({ dom }) => { | |
renderer = new THREE.WebGLRenderer({ | |
alpha: true, | |
antialias: true, | |
preserveDrawingBuffer: true | |
}) | |
renderer.domElement.style.marginBottom = '-6px' | |
dom.appendChild(renderer.domElement) | |
} | |
var setupScene = () => { | |
scene = new THREE.Scene() | |
scene.background = new THREE.Color(CONFIG.bgColor) | |
} | |
var setupWindowResize = ({ dom }) => { | |
var resizer = () => { | |
var rect = dom.getBoundingClientRect() | |
size = { | |
width: rect.width, | |
height: rect.height, | |
aspect: rect.width / rect.height | |
} | |
dpi = window.devicePixelRatio || 1.0 | |
} | |
window.addEventListener('resize', resizer) | |
resizer() | |
window.addEventListener('resize', syncSizeHandler) | |
} | |
var setupComposer = () => { | |
composer = new THREE.EffectComposer(renderer) | |
let renderBG = new THREE.RenderPass(scene, camera) | |
bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(size.width * dpi, size.height * dpi), 1.5, 0.4, 0.85) | |
bloomPass.renderToScreen = true | |
bloomPass.threshold = CONFIG.bloomPass.threshold | |
bloomPass.strength = CONFIG.bloomPass.strength | |
bloomPass.radius = CONFIG.bloomPass.radius | |
composer.addPass(renderBG) | |
composer.addPass(bloomPass) | |
} | |
var run = () => { | |
let useBloom = CONFIG.useComposer | |
if (useBloom && scene && camera && renderer && composer) { | |
composer.render() | |
} else if (scene && camera && renderer) { | |
renderer.render(scene, camera) | |
} | |
} | |
export const setupGraph = ({ dom }) => { | |
// objects | |
graph = graph || {} | |
graph.vertexer = vertexer.getAPI({ dom, renderer, scene, camera, gui, CONFIG }) | |
return { | |
runAll: () => { | |
graph.vertexer.render() | |
} | |
} | |
} | |
export const setup = ({ dom }) => { | |
setupWindowResize({ dom }) | |
setupRenderer({ dom }) | |
setupCamera() | |
setupScene() | |
setupComposer() | |
// sync once | |
syncSizeHandler() | |
CONFIG.edit && setupEditorGUI({ dom }) | |
let runners = setupGraph({ dom }) | |
function loop () { | |
rAFID = window.requestAnimationFrame(loop) | |
runners.runAll() | |
run() | |
} | |
rAFID = window.requestAnimationFrame(loop) | |
} | |
export const clean = () => { | |
window.cancelAnimationFrame(rAFID) | |
window.dispatchEvent(new Event('cleanup-gl')) | |
} |
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precision highp float; | |
precision highp sampler2D; | |
uniform float time; | |
uniform sampler2D tIdx; | |
mat3 rotateX(float rad) { | |
float c = cos(rad); | |
float s = sin(rad); | |
return mat3( | |
1.0, 0.0, 0.0, | |
0.0, c, s, | |
0.0, -s, c | |
); | |
} | |
mat3 rotateY(float rad) { | |
float c = cos(rad); | |
float s = sin(rad); | |
return mat3( | |
c, 0.0, -s, | |
0.0, 1.0, 0.0, | |
s, 0.0, c | |
); | |
} | |
mat3 rotateZ(float rad) { | |
float c = cos(rad); | |
float s = sin(rad); | |
return mat3( | |
c, s, 0.0, | |
-s, c, 0.0, | |
0.0, 0.0, 1.0 | |
); | |
} | |
mat3 rotateQ (vec3 axis, float rad) { | |
float hr = rad / 2.0; | |
float s = sin( hr ); | |
vec4 q = vec4(axis * s, cos( hr )); | |
vec3 q2 = q.xyz + q.xyz; | |
vec3 qq2 = q.xyz * q2; | |
vec2 qx = q.xx * q2.yz; | |
float qy = q.y * q2.z; | |
vec3 qw = q.w * q2.xyz; | |
return mat3( | |
1.0 - (qq2.y + qq2.z), qx.x - qw.z, qx.y + qw.y, | |
qx.x + qw.z, 1.0 - (qq2.x + qq2.z), qy - qw.x, | |
qx.y - qw.y, qy + qw.x, 1.0 - (qq2.x + qq2.y) | |
); | |
} | |
void main () { | |
vec2 cellSize = 1.0 / resolution.xy; | |
vec2 newCell = gl_FragCoord.xy; | |
vec2 uv = newCell * cellSize; | |
vec4 pos = texture2D(tPos, uv); | |
vec4 idx = texture2D(tIdx, uv); | |
bool isInvalid = false; | |
float vertexIDX = idx.x; | |
float squareIDX = idx.y; | |
float totalPoints = idx.z; | |
float lineNums = 500.0; | |
float stackIDX = floor(squareIDX / lineNums); | |
float lineIDX = mod(squareIDX, lineNums); | |
if (lineIDX > 300.0) { | |
isInvalid = true; | |
} | |
if (stackIDX > 300.0) { | |
isInvalid = true; | |
} | |
if (isInvalid) { | |
discard; | |
return; | |
} | |
float sX = 0.3; | |
float sY = 0.3; | |
float gapX = 20.0 * 1.0 / sX; | |
float gapY = 0.0; | |
float w = sX * (2.0 + gapX); | |
float h = sY * (2.0 + gapY); | |
float offsetX = (w * lineIDX); | |
float offsetY = (h * stackIDX); | |
float offsetZ = (0.0); | |
if (vertexIDX == 0.0) { | |
pos.x = 1.0 * sX; | |
pos.y = 1.0 * sY; | |
pos.z = 0.0; | |
} else if (vertexIDX == 1.0) { | |
pos.x = -1.0 * sX; | |
pos.y = 1.0 * sY; | |
pos.z = 0.0; | |
} else if (vertexIDX == 2.0) { | |
pos.x = -1.0 * sX; | |
pos.y = -1.0 * sY; | |
pos.z = 0.0; | |
} else if (vertexIDX == 3.0) { | |
pos.x = 1.0 * sX; | |
pos.y = 1.0 * sY; | |
pos.z = 0.0; | |
} else if (vertexIDX == 4.0) { | |
pos.x = -1.0 * sX; | |
pos.y = -1.0 * sY; | |
pos.z = 0.0; | |
} else if (vertexIDX == 5.0) { | |
pos.x = 1.0 * sX; | |
pos.y = -1.0 * sY; | |
pos.z = 0.0; | |
} else { | |
isInvalid = true; | |
} | |
pos.y += offsetY; | |
pos.x += offsetX; | |
pos.z += offsetZ; | |
float pX = pos.x; | |
float pY = pos.y; | |
float piz = 0.01 * 2.0 * 3.14159265; | |
pos.xyz = rotateQ(normalize(vec3(1.0, 1.0, 1.0)), time + pY * piz) * rotateZ(time + pY * piz) * pos.xyz; | |
pos.z += sin(time + pX * piz * 0.333) * 50.0; | |
if (isInvalid) { | |
pos.w = 0.0; | |
discard; | |
} else { | |
pos.w = 1.0; | |
gl_FragColor = pos; | |
} | |
} |
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import * as THREE from 'three' | |
// import 'imports-loader?THREE=three!three/examples/js/GPUComputationRenderer.js' | |
import GPUComputationRenderer from '../../shared/GPGPU.js' | |
/* eslint-enable */ | |
export const makeAPI = ({ renderer, scene, camera, gui, CONFIG }) => { | |
var api = {} | |
var WIDTH = 1024; | |
var gpuCompute = new GPUComputationRenderer(WIDTH, WIDTH, renderer) | |
// pos IDX | |
var posIdx = gpuCompute.createTexture(); | |
var slot = posIdx.image.data; | |
var p = 0; | |
for ( var j = 0; j < WIDTH; j ++ ) { | |
for ( var i = 0; i < WIDTH; i ++ ) { | |
let id = p / 4; | |
slot[p + 0] = id % 6; // slot idx | |
slot[p + 1] = Math.floor(id / 6); // vertex idx | |
slot[p + 2] = Math.floor(WIDTH * WIDTH / 4.0 / 6.0); // point idx | |
slot[p + 3] = 0; | |
p += 4; | |
} | |
} | |
var posDynamic = gpuCompute.createTexture(); | |
var posVar = gpuCompute.addVariable('tPos', require('raw-loader!./tPos.glowing.frag'), posDynamic ); | |
posVar.material.uniforms.tIdx = { value: posIdx }; | |
posVar.material.uniforms.time = { value: 0 }; | |
gpuCompute.setVariableDependencies( posVar, [ posVar ] ); | |
var error = gpuCompute.init(); | |
if (error !== null) { | |
console.error(error) | |
} | |
var geo = new THREE.BufferGeometry(); | |
let getUVInfo = () => { | |
let newArr = [] | |
var na = 0; | |
for ( var j = 0; j < WIDTH; j ++ ) { | |
for ( var i = 0; i < WIDTH; i ++ ) { | |
newArr[na + 0] = i / WIDTH; | |
newArr[na + 1] = j / WIDTH; | |
newArr[na + 2] = 0; | |
na += 3; | |
} | |
} | |
return newArr | |
} | |
geo.addAttribute('position', new THREE.Float32BufferAttribute(getUVInfo(), 3)); | |
geo.addAttribute('posIdx', new THREE.Float32BufferAttribute(posIdx.image.data, 4)); | |
var uniforms = { | |
time: { value: 0 }, | |
tPos: { value: null } | |
} | |
var material = new THREE.ShaderMaterial({ | |
transparent: true, | |
uniforms, | |
defines: { | |
resolution: `vec2(${renderer.domElement.width.toFixed(1)}, ${renderer.domElement.height.toFixed(1)})` | |
}, | |
vertexShader: require('raw-loader!./display.vert'), | |
fragmentShader: require('raw-loader!./display.frag'), | |
side: THREE.DoubleSide | |
}) | |
var mesh = new THREE.Mesh(geo, material) | |
scene.add(mesh) | |
api.render = () => { | |
posVar.material.uniforms.time.value = window.performance.now() * 0.001 | |
uniforms.tPos.value = gpuCompute.getCurrentRenderTarget(posVar).texture | |
uniforms.time.value = window.performance.now() * 0.001 | |
gpuCompute.compute() | |
} | |
return api | |
} | |
export const getAPI = ({ renderer, scene, camera, gui, CONFIG }) => { | |
let api = makeAPI({ renderer, scene, camera, gui, CONFIG }) | |
return api | |
} |
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