如何在GLSL中处理大数,例如下面的大数?

我为着色器提供了带有Date.now()的制服,其描述为:



例如,1514678400000是一年的最后一天。

将此值传递给我的ShaderMaterial不会导致很多事情,除非我将值减小很多。

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>

最佳答案

我为Date.now()提供了一个着色器

它在着色器中产生不可预测的结果,尤其是当您使用三角函数时,例如sin()cos()等。原因是您将毫秒作为一个大整数传递。这就是为什么您必须将其除以1000以使其为浮点数,即将毫秒转换为秒。

因此,划分是一种方法。另一种方法是使用 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>

关于javascript - 如何在WebGL GLSL着色器中处理大数?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/47953252/

10-09 18:42