后期处理通道
3D扩展允许给layer设置一个后期处理通道,所谓后期处理通道,是指将renderer输出的内容放到FrameBuffer中依次通过若干个后期处理的Program来完成渲染。
实际上我们可以通过多个RenderTarget来实现这个功能,后期处理通道简化了实现的步骤。
这样可以实现很多有趣的效果。
const fragment = /* glsl */ `
precision highp float;
uniform sampler2D tMap;
uniform sampler2D tFluid;
uniform float uTime;
varying vec2 vUv;
void main() {
vec3 fluid = texture2D(tFluid, vUv).rgb;
vec2 uv = vUv - fluid.rg * 0.0002;
gl_FragColor = mix( texture2D(tMap, uv), vec4(fluid * 0.1 + 0.5, 1), step(0.5, vUv.x) ) ;
// Oscillate between fluid values and the distorted scene
// gl_FragColor = mix(texture2D(tMap, uv), vec4(fluid * 0.1 + 0.5, 1), smoothstep(0.0, 0.7, sin(uTime)));
}
`;
const baseVertex = /* glsl */ `
precision highp float;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying vec2 vB;
uniform vec2 texelSize;
void main () {
vUv = uv;
vL = vUv - vec2(texelSize.x, 0.0);
vR = vUv + vec2(texelSize.x, 0.0);
vT = vUv + vec2(0.0, texelSize.y);
vB = vUv - vec2(0.0, texelSize.y);
gl_Position = vec4(position, 0, 1);
}
`;
const clearShader = /* glsl */ `
precision mediump float;
precision mediump sampler2D;
varying highp vec2 vUv;
uniform sampler2D uTexture;
uniform float value;
void main () {
gl_FragColor = value * texture2D(uTexture, vUv);
}
`;
const splatShader = /* glsl */ `
precision highp float;
precision highp sampler2D;
varying vec2 vUv;
uniform sampler2D uTarget;
uniform float aspectRatio;
uniform vec3 color;
uniform vec2 point;
uniform float radius;
void main () {
vec2 p = vUv - point.xy;
p.x *= aspectRatio;
vec3 splat = exp(-dot(p, p) / radius) * color;
vec3 base = texture2D(uTarget, vUv).xyz;
gl_FragColor = vec4(base + splat, 1.0);
}
`;
const advectionManualFilteringShader = /* glsl */ `
precision highp float;
precision highp sampler2D;
varying vec2 vUv;
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 texelSize;
uniform vec2 dyeTexelSize;
uniform float dt;
uniform float dissipation;
vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
vec2 st = uv / tsize - 0.5;
vec2 iuv = floor(st);
vec2 fuv = fract(st);
vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);
return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
}
void main () {
vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
gl_FragColor = dissipation * bilerp(uSource, coord, dyeTexelSize);
gl_FragColor.a = 1.0;
}
`;
const advectionShader = /* glsl */ `
precision highp float;
precision highp sampler2D;
varying vec2 vUv;
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 texelSize;
uniform float dt;
uniform float dissipation;
void main () {
vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
gl_FragColor = dissipation * texture2D(uSource, coord);
gl_FragColor.a = 1.0;
}
`;
const divergenceShader = /* glsl */ `
precision mediump float;
precision mediump sampler2D;
varying highp vec2 vUv;
varying highp vec2 vL;
varying highp vec2 vR;
varying highp vec2 vT;
varying highp vec2 vB;
uniform sampler2D uVelocity;
void main () {
float L = texture2D(uVelocity, vL).x;
float R = texture2D(uVelocity, vR).x;
float T = texture2D(uVelocity, vT).y;
float B = texture2D(uVelocity, vB).y;
vec2 C = texture2D(uVelocity, vUv).xy;
if (vL.x < 0.0) { L = -C.x; }
if (vR.x > 1.0) { R = -C.x; }
if (vT.y > 1.0) { T = -C.y; }
if (vB.y < 0.0) { B = -C.y; }
float div = 0.5 * (R - L + T - B);
gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
}
`;
const curlShader = /* glsl */ `
precision mediump float;
precision mediump sampler2D;
varying highp vec2 vUv;
varying highp vec2 vL;
varying highp vec2 vR;
varying highp vec2 vT;
varying highp vec2 vB;
uniform sampler2D uVelocity;
void main () {
float L = texture2D(uVelocity, vL).y;
float R = texture2D(uVelocity, vR).y;
float T = texture2D(uVelocity, vT).x;
float B = texture2D(uVelocity, vB).x;
float vorticity = R - L - T + B;
gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
}
`;
const vorticityShader = /* glsl */ `
precision highp float;
precision highp sampler2D;
varying vec2 vUv;
varying vec2 vL;
varying vec2 vR;
varying vec2 vT;
varying vec2 vB;
uniform sampler2D uVelocity;
uniform sampler2D uCurl;
uniform float curl;
uniform float dt;
void main () {
float L = texture2D(uCurl, vL).x;
float R = texture2D(uCurl, vR).x;
float T = texture2D(uCurl, vT).x;
float B = texture2D(uCurl, vB).x;
float C = texture2D(uCurl, vUv).x;
vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
force /= length(force) + 0.0001;
force *= curl * C;
force.y *= -1.0;
vec2 vel = texture2D(uVelocity, vUv).xy;
gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);
}
`;
const pressureShader = /* glsl */ `
precision mediump float;
precision mediump sampler2D;
varying highp vec2 vUv;
varying highp vec2 vL;
varying highp vec2 vR;
varying highp vec2 vT;
varying highp vec2 vB;
uniform sampler2D uPressure;
uniform sampler2D uDivergence;
void main () {
float L = texture2D(uPressure, vL).x;
float R = texture2D(uPressure, vR).x;
float T = texture2D(uPressure, vT).x;
float B = texture2D(uPressure, vB).x;
float C = texture2D(uPressure, vUv).x;
float divergence = texture2D(uDivergence, vUv).x;
float pressure = (L + R + B + T - divergence) * 0.25;
gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
}
`;
const gradientSubtractShader = /* glsl */ `
precision mediump float;
precision mediump sampler2D;
varying highp vec2 vUv;
varying highp vec2 vL;
varying highp vec2 vR;
varying highp vec2 vT;
varying highp vec2 vB;
uniform sampler2D uPressure;
uniform sampler2D uVelocity;
void main () {
float L = texture2D(uPressure, vL).x;
float R = texture2D(uPressure, vR).x;
float T = texture2D(uPressure, vT).x;
float B = texture2D(uPressure, vB).x;
vec2 velocity = texture2D(uVelocity, vUv).xy;
velocity.xy -= vec2(R - L, T - B);
gl_FragColor = vec4(velocity, 0.0, 1.0);
}
`;
const {Scene} = spritejs;
const {RenderTarget, Mesh3d, Geometry, Cube, shaders} = spritejs.ext3d;
const container = document.getElementById('container');
const scene = new Scene({
container,
displayRatio: 2,
});
const layer = scene.layer3d('fglayer', {
// autoRender: false,
camera: {
fov: 35,
},
post: true,
});
layer.camera.attributes.pos = [0, 1, 5];
layer.camera.lookAt([0, 0, 0]);
const post = layer.post;
// Helper functions for larger device support
function getSupportedFormat(gl, internalFormat, format, type) {
if(!supportRenderTextureFormat(gl, internalFormat, format, type)) {
switch (internalFormat) {
case gl.R16F:
return getSupportedFormat(gl, gl.RG16F, gl.RG, type);
case gl.RG16F:
return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type);
default:
return null;
}
}
return {internalFormat, format};
}
function supportRenderTextureFormat(gl, internalFormat, format, type) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null);
const fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if(status !== gl.FRAMEBUFFER_COMPLETE) return false;
return true;
}
// Resolution of simulation
const simRes = 128;
const dyeRes = 512;
// Main inputs to control look and feel of fluid
const iterations = 3;
const densityDissipation = 0.97;
const velocityDissipation = 0.98;
const pressureDissipation = 0.8;
const curlStrength = 20;
const radius = 0.2;
// Common uniform
const texelSize = {value: [1 / simRes, 1 / simRes]};
const renderer = layer.renderer;
const gl = layer.gl;
// Get supported formats and types for FBOs
const supportLinearFiltering = renderer.extensions[`OES_texture_${renderer.isWebgl2 ? '' : 'half_'}float_linear`];
const halfFloat = renderer.isWebgl2 ? gl.HALF_FLOAT // eslint-disable-line no-nested-ternary
: renderer.extensions.OES_texture_half_float ? renderer.extensions.OES_texture_half_float.HALF_FLOAT_OES
: gl.UNSIGNED_BYTE;
const filtering = supportLinearFiltering ? gl.LINEAR : gl.NEAREST;
let rgba,
rg,
r;
if(renderer.isWebgl2) {
rgba = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloat);
rg = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloat);
r = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloat);
} else {
rgba = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloat);
rg = rgba;
r = rgba;
}
// Create fluid simulation FBOs
const density = new RenderTarget(gl, {
width: dyeRes,
height: dyeRes,
type: halfFloat,
format: rgba.format,
internalFormat: rgba.internalFormat,
minFilter: filtering,
depth: false,
buffer: true,
});
const velocity = new RenderTarget(gl, {
width: simRes,
height: simRes,
type: halfFloat,
format: rg.format,
internalFormat: rg.internalFormat,
minFilter: filtering,
depth: false,
buffer: true,
});
const pressure = new RenderTarget(gl, {
width: simRes,
height: simRes,
type: halfFloat,
format: r.format,
internalFormat: r.internalFormat,
minFilter: gl.NEAREST,
depth: false,
buffer: true,
});
const divergence = new RenderTarget(gl, {
width: simRes,
height: simRes,
type: halfFloat,
format: r.format,
internalFormat: r.internalFormat,
minFilter: gl.NEAREST,
depth: false,
});
const curl = new RenderTarget(gl, {
width: simRes,
height: simRes,
type: halfFloat,
format: r.format,
internalFormat: r.internalFormat,
minFilter: gl.NEAREST,
depth: false,
});
const triangle = new Geometry(gl, {
position: {size: 2, data: new Float32Array([-1, -1, 3, -1, -1, 3])},
uv: {size: 2, data: new Float32Array([0, 0, 2, 0, 0, 2])},
});
// Create fluid simulation programs
const clearProgram = new Mesh3d(layer.createProgram({
vertex: baseVertex,
fragment: clearShader,
uniforms: {
texelSize,
uTexture: {value: null},
value: {value: pressureDissipation},
},
depthTest: false,
depthWrite: false,
}), {
model: triangle,
});
const splatProgram = new Mesh3d(layer.createProgram({
vertex: baseVertex,
fragment: splatShader,
uniforms: {
texelSize,
uTarget: {value: null},
aspectRatio: {value: 1},
color: {value: [0, 0, 0]},
point: {value: [0, 0]},
radius: {value: 1},
},
depthTest: false,
depthWrite: false,
}), {
model: triangle,
});
const advectionProgram = new Mesh3d(layer.createProgram({
vertex: baseVertex,
fragment: supportLinearFiltering ? advectionShader : advectionManualFilteringShader,
uniforms: {
texelSize,
dyeTexelSize: {value: [1 / dyeRes, 1 / dyeRes]},
uVelocity: {value: null},
uSource: {value: null},
dt: {value: 0.016},
dissipation: {value: 1.0},
},
depthTest: false,
depthWrite: false,
}), {
model: triangle,
});
const divergenceProgram = new Mesh3d(layer.createProgram({
vertex: baseVertex,
fragment: divergenceShader,
uniforms: {
texelSize,
uVelocity: {value: null},
},
depthTest: false,
depthWrite: false,
}), {
model: triangle,
});
const curlProgram = new Mesh3d(layer.createProgram({
vertex: baseVertex,
fragment: curlShader,
uniforms: {
texelSize,
uVelocity: {value: null},
},
depthTest: false,
depthWrite: false,
}), {
model: triangle,
});
const vorticityProgram = new Mesh3d(layer.createProgram({
vertex: baseVertex,
fragment: vorticityShader,
uniforms: {
texelSize,
uVelocity: {value: null},
uCurl: {value: null},
curl: {value: curlStrength},
dt: {value: 0.016},
},
depthTest: false,
depthWrite: false,
}), {
model: triangle,
});
const pressureProgram = new Mesh3d(layer.createProgram({
vertex: baseVertex,
fragment: pressureShader,
uniforms: {
texelSize,
uPressure: {value: null},
uDivergence: {value: null},
},
depthTest: false,
depthWrite: false,
}), {
model: triangle,
});
const gradienSubtractProgram = new Mesh3d(layer.createProgram({
vertex: baseVertex,
fragment: gradientSubtractShader,
uniforms: {
texelSize,
uPressure: {value: null},
uVelocity: {value: null},
},
depthTest: false,
depthWrite: false,
}), {
model: triangle,
});
const splats = [];
// Create handlers to get mouse position and velocity
const isTouchCapable = 'ontouchstart' in window;
if(isTouchCapable) {
window.addEventListener('touchstart', updateMouse, false);
window.addEventListener('touchmove', updateMouse, false);
} else {
window.addEventListener('mousemove', updateMouse, false);
}
const lastMouse = {x: 0, y: 0};
function updateMouse(e) {
if(e.changedTouches && e.changedTouches.length) {
e.x = e.changedTouches[0].pageX;
e.y = e.changedTouches[0].pageY;
}
if(e.x === undefined) {
e.x = e.pageX;
e.y = e.pageY;
}
if(!lastMouse.isInit) {
lastMouse.isInit = true;
// First input
lastMouse.x = e.x;
lastMouse.y = e.y;
}
const deltaX = e.x - lastMouse.x;
const deltaY = e.y - lastMouse.y;
lastMouse.x = e.x;
lastMouse.y = e.y;
// console.log(deltaX, deltaY);
// Add if the mouse is moving
if(Math.abs(deltaX) || Math.abs(deltaY)) {
splats.push({
// Get mouse value in 0 to 1 range, with y flipped
x: e.x / renderer.width,
y: 1.0 - e.y / renderer.height,
dx: deltaX * 5.0,
dy: deltaY * -5.0,
});
}
}
// Function to draw number of interactions onto input render target
function splat({x, y, dx, dy}) {
splatProgram.program.uniforms.uTarget.value = velocity.texture;
splatProgram.program.uniforms.aspectRatio.value = renderer.width / renderer.height;
splatProgram.program.uniforms.point.value = [x, y];
splatProgram.program.uniforms.color.value = [dx, dy, 1.0];
splatProgram.program.uniforms.radius.value = radius / 100.0;
layer.renderTarget(velocity, {
root: splatProgram,
sort: false,
update: false,
});
velocity.swap();
splatProgram.program.uniforms.uTarget.value = density.texture;
layer.renderTarget(density, {
root: splatProgram,
sort: false,
update: false,
});
density.swap();
}
const normalProgram = layer.createProgram({
...shaders.NORMAL,
});
const mesh = new Cube(normalProgram);
layer.append(mesh);
for(let i = 0; i < 20; i++) {
const m = mesh.cloneNode();
m.attributes.pos = [
Math.random() * 3 - 1.5,
Math.random() * 3 - 1.5,
Math.random() * 3 - 1.5,
];
m.attributes.rotate = [
Math.random() * 360 - 180,
Math.random() * 360 - 180,
0,
];
m.attributes.scale = Math.random() * 0.5 + 0.1;
mesh.append(m);
}
const pass = post.addPass({
fragment,
uniforms: {
tFluid: {value: null},
uTime: {value: 0},
},
});
layer.bindTime(pass);
// requestAnimationFrame(update);
layer.tick(() => {
// Perform all of the fluid simulation renders
// No need to clear during sim, saving a number of GL calls.
renderer.autoClear = false;
// Render all of the inputs since last frame
for(let i = splats.length - 1; i >= 0; i--) {
const s = splats.splice(i, 1)[0];
splat(s);
}
curlProgram.program.uniforms.uVelocity.value = velocity.texture;
layer.renderTarget(curl, {
root: curlProgram,
sort: false,
update: false,
});
vorticityProgram.program.uniforms.uVelocity.value = velocity.texture;
vorticityProgram.program.uniforms.uCurl.value = curl.texture;
layer.renderTarget(velocity, {
root: vorticityProgram,
sort: false,
update: false,
});
velocity.swap();
divergenceProgram.program.uniforms.uVelocity.value = velocity.texture;
layer.renderTarget(divergence, {
root: divergenceProgram,
sort: false,
update: false,
});
clearProgram.program.uniforms.uTexture.value = pressure.texture;
clearProgram.program.uniforms.value.value = pressureDissipation;
layer.renderTarget(pressure, {
root: clearProgram,
sort: false,
update: false,
});
pressure.swap();
pressureProgram.program.uniforms.uDivergence.value = divergence.texture;
for(let i = 0; i < iterations; i++) {
pressureProgram.program.uniforms.uPressure.value = pressure.texture;
layer.renderTarget(pressure, {
root: pressureProgram,
sort: false,
update: false,
});
pressure.swap();
}
gradienSubtractProgram.program.uniforms.uPressure.value = pressure.texture;
gradienSubtractProgram.program.uniforms.uVelocity.value = velocity.texture;
layer.renderTarget(velocity, {
root: gradienSubtractProgram,
sort: false,
update: false,
});
velocity.swap();
advectionProgram.program.uniforms.dyeTexelSize.value = 1 / simRes;
advectionProgram.program.uniforms.uVelocity.value = velocity.texture;
advectionProgram.program.uniforms.uSource.value = velocity.texture;
advectionProgram.program.uniforms.dissipation.value = velocityDissipation;
layer.renderTarget(velocity, {
root: advectionProgram,
sort: false,
update: false,
});
velocity.swap();
advectionProgram.program.uniforms.dyeTexelSize.value = 1 / dyeRes;
advectionProgram.program.uniforms.uVelocity.value = velocity.texture;
advectionProgram.program.uniforms.uSource.value = density.texture;
advectionProgram.program.uniforms.dissipation.value = densityDissipation;
layer.renderTarget(density, {
root: advectionProgram,
sort: false,
update: false,
});
density.swap();
// Set clear back to default
renderer.autoClear = true;
// Update post pass uniform with the simulation output
pass.uniforms.tFluid.value = density.texture;
mesh.attributes.rotateY -= 0.15;
mesh.attributes.rotateX -= 0.3;
});