我正在学习使用纹理a.k.a.,帧缓冲对象(FBO' s)来操纵GPU中的位置值,同时使用Three.js。我一直在使用此question作为起始位置,而@mrdoob和@ zz85使用example以及此old thread。
然而,这些例子已经过时(示例使用three.js rev.55与当前版本80),因此我需要对代码进行相当数量的修订和重做。在我进入太深之前,我想暂停并询问是否有任何处理FBO的方法已经写入Three.js代码库,或者我是否已经忽略了某个更新的脚本。谢谢!
如果没有,我会尽我所能,如果看起来通常有用的话,可能会把结果公布在这里。
答案 0 :(得分:0)
我刚刚发现Three.js中有一种方法可以处理帧缓冲对象(FBO)以计算诸如使用GPU更改位置数据之类的事情;它被称为THREE.GPUComputationRenderer。有一群优秀的例子here,它演示了如何通过将它们的值渲染成在最终着色器中使用的纹理来传递多个变量。
答案 1 :(得分:0)
如果您想“揭开面纱”,我想在THREE.js中分享一个FBO场景的绝对最小的例子。希望内嵌注释有助于阐明它们如何结合在一起:
// specify the container where we'll render the scene
var elem = document.querySelector('body'),
elemW = elem.clientWidth,
elemH = elem.clientHeight
// generate a scene object
var scene = new THREE.Scene();
// generate a camera
var camera = new THREE.PerspectiveCamera(75, elemW/elemH, 0.001, 100);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(elemW, elemH);
elem.appendChild(renderer.domElement);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
// position camera and controls
camera.position.set(0.5, 0.5, -5);
controls.target = new THREE.Vector3(0.5, 0.5, 0);
/**
* FBO
**/
// verify browser agent supports "frame buffer object" features
gl = renderer.getContext();
if (!gl.getExtension('OES_texture_float') ||
gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) == 0) {
alert(' * Cannot create FBO :(');
}
// set initial positions of `w*h` particles
var w = h = 256,
i = 0,
data = new Float32Array(w*h*3);
for (var x=0; x<w; x++) {
for (var y=0; y<h; y++) {
data[i++] = x/w;
data[i++] = y/h;
data[i++] = 0;
}
}
// feed those positions into a data texture
var dataTex = new THREE.DataTexture(data, w, h, THREE.RGBFormat, THREE.FloatType);
dataTex.minFilter = THREE.NearestFilter;
dataTex.magFilter = THREE.NearestFilter;
dataTex.needsUpdate = true;
// add the data texture with positions to a material for the simulation
var simMaterial = new THREE.RawShaderMaterial({
uniforms: { posTex: { type: 't', value: dataTex }, },
vertexShader: document.querySelector('#sim-vs').textContent,
fragmentShader: document.querySelector('#sim-fs').textContent,
});
// delete dataTex; it isn't used after initializing point positions
delete dataTex;
THREE.FBO = function(w, simMat) {
this.scene = new THREE.Scene();
this.camera = new THREE.OrthographicCamera(-w/2, w/2, w/2, -w/2, -1, 1);
this.scene.add(new THREE.Mesh(new THREE.PlaneGeometry(w, w), simMat));
};
// create a scene where we'll render the positional attributes
var fbo = new THREE.FBO(w, simMaterial);
// create render targets a + b to which the simulation will be rendered
var renderTargetA = new THREE.WebGLRenderTarget(w, h, {
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBFormat,
type: THREE.FloatType,
stencilBuffer: false,
});
// a second render target lets us store input + output positional states
renderTargetB = renderTargetA.clone();
// render the positions to the render targets
renderer.render(fbo.scene, fbo.camera, renderTargetA, false);
renderer.render(fbo.scene, fbo.camera, renderTargetB, false);
// store the uv attrs; each is x,y and identifies a given point's
// position data within the positional texture; must be scaled 0:1!
var geo = new THREE.BufferGeometry(),
arr = new Float32Array(w*h*3);
for (var i=0; i<arr.length; i++) {
arr[i++] = (i%w)/w;
arr[i++] = Math.floor(i/w)/h;
arr[i++] = 0;
}
geo.addAttribute('position', new THREE.BufferAttribute(arr, 3, true))
// create material the user sees
var material = new THREE.RawShaderMaterial({
uniforms: {
posMap: { type: 't', value: null }, // `posMap` is set each render
},
vertexShader: document.querySelector('#ui-vert').textContent,
fragmentShader: document.querySelector('#ui-frag').textContent,
transparent: true,
});
// add the points the user sees to the scene
var mesh = new THREE.Points(geo, material);
scene.add(mesh);
function render() {
// at the start of the render block, A is one frame behind B
var oldA = renderTargetA; // store A, the penultimate state
renderTargetA = renderTargetB; // advance A to the updated state
renderTargetB = oldA; // set B to the penultimate state
// pass the updated positional values to the simulation
simMaterial.uniforms.posTex.value = renderTargetA.texture;
// run a frame and store the new positional values in renderTargetB
renderer.render(fbo.scene, fbo.camera, renderTargetB, false);
// pass the new positional values to the scene users see
material.uniforms.posMap.value = renderTargetB.texture;
// render the scene users see as normal
renderer.render(scene, camera);
controls.update();
requestAnimationFrame(render);
};
render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/101/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>
<!-- The simulation shaders update positional attributes -->
<script id='sim-vs' type='x-shader/x-vert'>
precision mediump float;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec2 uv; // x,y offsets of each point in texture
attribute vec3 position;
varying vec2 vUv;
void main() {
vUv = vec2(uv.x, 1.0 - uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id='sim-fs' type='x-shader/x-frag'>
precision mediump float;
uniform sampler2D posTex;
varying vec2 vUv;
void main() {
// read the supplied x,y,z vert positions
vec3 pos = texture2D(posTex, vUv).xyz;
// update the positional attributes here!
pos.x += cos(pos.y) / 100.0;
pos.y += tan(pos.x) / 100.0;
// render the new positional attributes
gl_FragColor = vec4(pos, 1.0);
}
</script>
<!-- The ui shaders render what the user sees -->
<script id='ui-vert' type='x-shader/x-vert'>
precision mediump float;
uniform sampler2D posMap; // contains positional data read from sim-fs
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec2 position;
void main() {
// read this particle's position, which is stored as a pixel color
vec3 pos = texture2D(posMap, position.xy).xyz;
// project this particle
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_Position = projectionMatrix * mvPosition;
// set the size of each particle
gl_PointSize = 0.3 / -mvPosition.z;
}
</script>
<script id='ui-frag' type='x-shader/x-frag'>
precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.5, 1.5, 1.0);
}
</script>