如何在WebGL GLSL着色器中处理大数?

杰森

如何在GLSL中处理大数,例如下面的大数?

我提供的着色器具有Date.now()统一性,描述如下:

Date.now()方法返回自UTC 1970年1月1日00:00:00以来经过的毫秒数。MDN

例如,1514678400000作为一年的最后一天。

ShaderMaterial除非我将值缩小很多,否则将这种值传递给我的结果很少发生。

具体来说,这是行为似乎与我期望的有所不同的部分,它将最后2500毫秒映射到范围为0–1的值:

JavaScript: ( Date.now() % 2500 ) / 2500

GLSL: mod( time, 2500.0 ) / 2500.0

我宁愿在GPU上进行这些计算,但不确定如何处理?

下面是一个说明问题的小场景:

const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 )
const renderer = new THREE.WebGLRenderer()

renderer.setSize( window.innerWidth, window.innerHeight )
camera.position.z = 0.5

document.body.appendChild( renderer.domElement )

const checkbox = document.getElementById( "toggle" )

const geo = new THREE.PlaneGeometry( 1, 1 )
const mat = new THREE.ShaderMaterial({
  vertexShader: `
    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
    }
  `,
  fragmentShader: `
    uniform bool check;
    uniform float time;
    
    const float TAU = 6.2831;
    
    void main() {
      float fColor;
      
      check 
        ? fColor = ( sin( ( time * TAU ) ) + 1.0 ) / 2.0
        : fColor = ( sin( ( ( mod( time, 2500.0 ) / 2500.0 ) * TAU ) ) + 1.0 ) / 2.0;
        
      gl_FragColor = vec4( 1.0, fColor, 1.0, 1.0 );
    }
  `,
  uniforms: {
    "check": { value: false },
    "time": { value: 1.0 },
  },
})

const plane = new THREE.Mesh( geo, mat )
scene.add( plane )

const animate = function() {
  requestAnimationFrame( animate )

  if ( checkbox.checked ) {
    plane.material.uniforms.check.value = true
    plane.material.uniforms.time.value = ( Date.now() % 2500 ) / 2500
  } else {
    plane.material.uniforms.check.value = false
    plane.material.uniforms.time.value = Date.now()
  }

  renderer.render( scene, camera )
}

animate()
body {
  margin: 0;
}

canvas {
  width: 100%;
  height: 100%;
}

#config {
  position: absolute;
  color: #fff;
  cursor: pointer;
  user-select: none;
  font: bold 1em/1.5 sans-serif;
  padding: 1em;
}

#config label,
#config input {
  cursor: pointer;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.js"></script>
<div id="config">
  <input id="toggle" type="checkbox">
  <label for="toggle">Use JavaScript</label>
</div>

囚犯849

我为Date.now()提供了一个着色器

它产生的着色器不可预知的事情,尤其是当你使用三角函数,像sin()cos()等等。原因是您将毫秒作为一个大整数传递。这就是为什么必须将其除以1000使其成为浮点数,即将毫秒转换为秒的原因。

因此,划分是一种方法。另一个是使用THREE.Clock()及其.getDelta()方法。看一下代码片段。

const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 )
const renderer = new THREE.WebGLRenderer()

renderer.setSize( window.innerWidth, window.innerHeight )
camera.position.z = 0.5

document.body.appendChild( renderer.domElement )


const geo = new THREE.PlaneGeometry( 1, 1 )
const mat = new THREE.ShaderMaterial({
  vertexShader: `
    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
    }
  `,
  fragmentShader: `
    uniform bool check;
    uniform float time;
    
    const float TAU = 6.2831;
    
    void main() {
      float fColor;
      
      fColor = ( sin( ( time * TAU ) ) + 1.0 ) / 2.0;
        
      gl_FragColor = vec4( 1.0, fColor, 1.0, 1.0 );
    }
  `,
  uniforms: {
    "check": { value: false },
    "time": { value: 1.0 },
  },
})

const plane = new THREE.Mesh( geo, mat )
scene.add( plane )

var clock = new THREE.Clock();
var time = 0;

const animate = function() {
  requestAnimationFrame( animate )
  
  time += clock.getDelta();

  plane.material.uniforms.time.value = time * 0.4; // make it 2.5 times slower

  renderer.render( scene, camera )
}

animate()
body {
  margin: 0;
}

canvas {
  width: 100%;
  height: 100%;
}

#config {
  position: absolute;
  color: #fff;
  cursor: pointer;
  user-select: none;
  font: bold 1em/1.5 sans-serif;
  padding: 1em;
}

#config label,
#config input {
  cursor: pointer;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.js"></script>

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