📄 GPUComputationRenderer.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 4 |
🧱 Classes | 1 |
📦 Imports | 8 |
📊 Variables & Constants | 24 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/misc/GPUComputationRenderer.js
📦 Imports¶
Name | Source |
---|---|
ClampToEdgeWrapping |
three |
DataTexture |
three |
FloatType |
three |
NearestFilter |
three |
RGBAFormat |
three |
ShaderMaterial |
three |
WebGLRenderTarget |
three |
FullScreenQuad |
../postprocessing/Pass.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
dataType |
any |
let/var | FloatType |
✗ |
passThruUniforms |
{ passThruTexture: { value: any; }; } |
let/var | { passThruTexture: { value: null } } |
✗ |
quad |
FullScreenQuad |
let/var | new FullScreenQuad( passThruShader ) |
✗ |
variable |
{ name: string; initialValueTexture: ... |
let/var | { name: variableName, initialValueTexture: initialValueTexture, material: mat... |
✗ |
variable |
any |
let/var | this.variables[ i ] |
✗ |
material |
any |
let/var | variable.material |
✗ |
uniforms |
any |
let/var | material.uniforms |
✗ |
depVar |
any |
let/var | variable.dependencies[ d ] |
✗ |
found |
boolean |
let/var | false |
✗ |
currentTextureIndex |
undefined |
let/var | this.currentTextureIndex |
✗ |
nextTextureIndex |
1 \| 0 |
let/var | this.currentTextureIndex === 0 ? 1 : 0 |
✗ |
variable |
any |
let/var | this.variables[ i ] |
✗ |
uniforms |
any |
let/var | variable.material.uniforms |
✗ |
depVar |
any |
let/var | variable.dependencies[ d ] |
✗ |
variables |
any[] |
let/var | this.variables |
✗ |
variable |
any |
let/var | variables[ i ] |
✗ |
renderTargets |
any |
let/var | variable.renderTargets |
✗ |
renderTarget |
any |
let/var | renderTargets[ j ] |
✗ |
material |
any |
let/var | new ShaderMaterial( { name: 'GPUComputationShader', uniforms: uniforms, verte... |
✗ |
renderTarget |
any |
let/var | new WebGLRenderTarget( sizeXTexture, sizeYTexture, { wrapS: wrapS, wrapT: wra... |
✗ |
data |
Float32Array<ArrayBuffer> |
let/var | new Float32Array( sizeX * sizeY * 4 ) |
✗ |
texture |
any |
let/var | new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType ) |
✗ |
currentXrEnabled |
any |
let/var | renderer.xr.enabled |
✗ |
currentShadowAutoUpdate |
any |
let/var | renderer.shadowMap.autoUpdate |
✗ |
Functions¶
addResolutionDefine(materialShader: any): void
¶
Parameters:
materialShader
any
Returns: void
Calls:
sizeX.toFixed
sizeY.toFixed
Code
createShaderMaterial(computeFragmentShader: any, uniforms: any): any
¶
Parameters:
computeFragmentShader
any
uniforms
any
Returns: any
Calls:
getPassThroughVertexShader
addResolutionDefine
Code
function createShaderMaterial( computeFragmentShader, uniforms ) {
uniforms = uniforms || {};
const material = new ShaderMaterial( {
name: 'GPUComputationShader',
uniforms: uniforms,
vertexShader: getPassThroughVertexShader(),
fragmentShader: computeFragmentShader
} );
addResolutionDefine( material );
return material;
}
getPassThroughVertexShader(): string
¶
Returns: string
Code
getPassThroughFragmentShader(): string
¶
Returns: string
Code
Classes¶
GPUComputationRenderer
¶
Class Code
class GPUComputationRenderer {
/**
* Constructs a new GPU computation renderer.
*
* @param {number} sizeX - Computation problem size is always 2d: sizeX * sizeY elements.
* @param {number} sizeY - Computation problem size is always 2d: sizeX * sizeY elements.
* @param {WebGLRenderer} renderer - The renderer.
*/
constructor( sizeX, sizeY, renderer ) {
this.variables = [];
this.currentTextureIndex = 0;
let dataType = FloatType;
const passThruUniforms = {
passThruTexture: { value: null }
};
const passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
const quad = new FullScreenQuad( passThruShader );
/**
* Sets the data type of the internal textures.
*
* @param {(FloatType|HalfFloatType)} type - The type to set.
* @return {GPUComputationRenderer} A reference to this renderer.
*/
this.setDataType = function ( type ) {
dataType = type;
return this;
};
/**
* Adds a compute variable to the renderer.
*
* @param {string} variableName - The variable name.
* @param {string} computeFragmentShader - The compute (fragment) shader source.
* @param {Texture} initialValueTexture - The initial value texture.
* @return {Object} The compute variable.
*/
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;
};
/**
* Sets variable dependencies.
*
* @param {Object} variable - The compute variable.
* @param {Array<Object>} dependencies - Other compute variables that represents the dependencies.
*/
this.setVariableDependencies = function ( variable, dependencies ) {
variable.dependencies = dependencies;
};
/**
* Initializes the renderer.
*
* @return {?string} Returns `null` if no errors are detected. Otherwise returns the error message.
*/
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;
};
/**
* Executes the compute. This method is usually called in the animation loop.
*/
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;
};
/**
* Returns the current render target for the given compute variable.
*
* @param {Object} variable - The compute variable.
* @return {WebGLRenderTarget} The current render target.
*/
this.getCurrentRenderTarget = function ( variable ) {
return variable.renderTargets[ this.currentTextureIndex ];
};
/**
* Returns the alternate render target for the given compute variable.
*
* @param {Object} variable - The compute variable.
* @return {WebGLRenderTarget} The alternate render target.
*/
this.getAlternateRenderTarget = function ( variable ) {
return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
};
/**
* Frees all internal resources. Call this method if you don't need the
* renderer anymore.
*/
this.dispose = function () {
quad.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 ) + ' )';
}
/**
* Adds a resolution defined for the given material shader.
*
* @param {Object} materialShader - The material shader.
*/
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;
/**
* Creates a new render target from the given parameters.
*
* @param {number} sizeXTexture - The width of the render target.
* @param {number} sizeYTexture - The height of the render target.
* @param {number} wrapS - The wrapS value.
* @param {number} wrapT - The wrapS value.
* @param {number} minFilter - The minFilter value.
* @param {number} magFilter - The magFilter value.
* @return {WebGLRenderTarget} The new render target.
*/
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;
};
/**
* Creates a new data texture.
*
* @return {DataTexture} The new data texture.
*/
this.createTexture = function () {
const data = new Float32Array( sizeX * sizeY * 4 );
const texture = new DataTexture( data, sizeX, sizeY, RGBAFormat, FloatType );
texture.needsUpdate = true;
return texture;
};
/**
* Renders the given texture into the given render target.
*
* @param {Texture} input - The input.
* @param {WebGLRenderTarget} output - The output.
*/
this.renderTexture = function ( input, output ) {
passThruUniforms.passThruTexture.value = input;
this.doRenderTarget( passThruShader, output );
passThruUniforms.passThruTexture.value = null;
};
/**
* Renders the given material into the given render target
* with a full-screen pass.
*
* @param {Material} material - The material.
* @param {WebGLRenderTarget} output - The output.
*/
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
quad.material = material;
renderer.setRenderTarget( output );
quad.render( renderer );
quad.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';
}
}
}