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@@ -18,16 +18,11 @@
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<body>
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<div id="info">
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- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl gpgpu birds<br/>
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- Move mouse to disturb birds.
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl gpgpu birds + GLTF mesh<br/>
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+ Flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/>
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+ Move mouse to disturb birds.
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</div>
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- <!--
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- TODO: If you're reading this, you may wish to improve this example by
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- - Create a better shading for the birds?
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-
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- -->
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-
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<!-- shader for bird's position -->
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<script id="fragmentShaderPosition" type="x-shader/x-fragment">
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@@ -196,8 +191,6 @@
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}
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-
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-
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// this make tends to fly around than down or up
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// if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);
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@@ -212,191 +205,113 @@
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</script>
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- <script type="x-shader/x-vertex" id="birdVS">
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-
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- attribute vec2 reference;
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- attribute float birdVertex;
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-
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- attribute vec3 birdColor;
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-
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- uniform sampler2D texturePosition;
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- uniform sampler2D textureVelocity;
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-
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- varying vec4 vColor;
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- varying float z;
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-
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- uniform float time;
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-
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- void main() {
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-
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- vec4 tmpPos = texture2D( texturePosition, reference );
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- vec3 pos = tmpPos.xyz;
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- vec3 velocity = normalize(texture2D( textureVelocity, reference ).xyz);
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-
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- vec3 newPosition = position;
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-
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- if ( birdVertex == 4.0 || birdVertex == 7.0 ) {
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- // flap wings
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- newPosition.y = sin( tmpPos.w ) * 5.;
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- }
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-
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- newPosition = mat3( modelMatrix ) * newPosition;
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-
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-
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- velocity.z *= -1.;
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- float xz = length( velocity.xz );
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- float xyz = 1.;
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- float x = sqrt( 1. - velocity.y * velocity.y );
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-
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- float cosry = velocity.x / xz;
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- float sinry = velocity.z / xz;
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-
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- float cosrz = x / xyz;
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- float sinrz = velocity.y / xyz;
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-
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- mat3 maty = mat3(
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- cosry, 0, -sinry,
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- 0 , 1, 0 ,
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- sinry, 0, cosry
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-
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- );
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-
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- mat3 matz = mat3(
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- cosrz , sinrz, 0,
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- -sinrz, cosrz, 0,
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- 0 , 0 , 1
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- );
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-
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- newPosition = maty * matz * newPosition;
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- newPosition += pos;
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-
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- z = newPosition.z;
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-
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- vColor = vec4( birdColor, 1.0 );
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- gl_Position = projectionMatrix * viewMatrix * vec4( newPosition, 1.0 );
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- }
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-
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- </script>
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-
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- <!-- bird geometry shader -->
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- <script type="x-shader/x-fragment" id="birdFS">
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-
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- varying vec4 vColor;
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- varying float z;
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-
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- uniform vec3 color;
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-
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- void main() {
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- // Fake colors for now
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- float z2 = 0.2 + ( 1000. - z ) / 1000. * vColor.x;
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- gl_FragColor = vec4( z2, z2, z2, 1. );
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-
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- }
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-
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- </script>
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-
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<script type="module">
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import * as THREE from '../build/three.module.js';
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-
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import Stats from './jsm/libs/stats.module.js';
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import { GUI } from './jsm/libs/dat.gui.module.js';
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-
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+ import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
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import { GPUComputationRenderer } from './jsm/misc/GPUComputationRenderer.js';
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/* TEXTURE WIDTH FOR SIMULATION */
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- var WIDTH = 32;
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-
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+ var WIDTH = 32
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var BIRDS = WIDTH * WIDTH;
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- // Custom Geometry - using 3 triangles each. No UVs, no normals currently.
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- var BirdGeometry = function () {
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-
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- var triangles = BIRDS * 3;
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- var points = triangles * 3;
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+ /* BAKE ANIMATION INTO TEXTURE and CREATE GEOMETRY FROM BASE MODEL */
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+ var BirdGeometry = new THREE.BufferGeometry();
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+ var textureAnimation, durationAnimation, originalMaterial,birdMesh, materialShader, vertexPerBird;
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+ function nextPowerOf2( n ) { return Math.pow( 2, Math.ceil( Math.log( n ) / Math.log( 2 ) ) ) };
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- THREE.BufferGeometry.call( this );
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+ Math.lerp = function (value1, value2, amount) {
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- var vertices = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
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- var birdColors = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
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- var references = new THREE.BufferAttribute( new Float32Array( points * 2 ), 2 );
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- var birdVertex = new THREE.BufferAttribute( new Float32Array( points ), 1 );
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+ amount = Math.max( Math.min( amount, 1 ), 0 );
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+ return value1 + (value2 - value1) * amount;
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+
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+ };
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- this.setAttribute( 'position', vertices );
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- this.setAttribute( 'birdColor', birdColors );
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- this.setAttribute( 'reference', references );
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- this.setAttribute( 'birdVertex', birdVertex );
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+ var geos = [ 'Parrot', 'Flamingo', 'Horse' ]
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+ var colors = [ 0xE0FFFF, 0xffdeff, 0xffdede ]
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+ var selectModel = 1
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+ new GLTFLoader().load( 'models/gltf/' + geos[ selectModel ] + '.glb', function ( gltf ) {
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- // this.setAttribute( 'normal', new Float32Array( points * 3 ), 3 );
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+ var animations = gltf.animations;
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+ durationAnimation = Math.round( animations[ 0 ].duration * 60 );
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+ var birdGeo = gltf.scene.children[ 0 ].geometry;
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+ originalMaterial = gltf.scene.children[ 0 ].material;
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+ var morphAttributes = birdGeo.morphAttributes.position;
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+ var tHeight = nextPowerOf2( durationAnimation );
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+ var tWidth = nextPowerOf2( birdGeo.getAttribute( 'position' ).count );
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+ vertexPerBird = birdGeo.getAttribute( 'position' ).count;
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+ var tData = new Float32Array( 3 * tWidth * tHeight );
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+ for( var i = 0 ; i < tWidth ; i++ ){
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- var v = 0;
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+ for( var j = 0 ; j < tHeight ; j++ ){
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- function verts_push() {
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+ var offset = j * tWidth * 3;
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- for ( var i = 0; i < arguments.length; i ++ ) {
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+ var curFrame = j;
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+ var curMorph = Math.floor( j / durationAnimation * morphAttributes.length );
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+ var nextMorph = ( Math.floor( j / durationAnimation * morphAttributes.length ) + 1 ) % morphAttributes.length;
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+ var lerpAmount = j / durationAnimation * morphAttributes.length % 1;
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- vertices.array[ v ++ ] = arguments[ i ];
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+ if( j < durationAnimation ){
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+ tData[ offset + i * 3 ] = Math.lerp( morphAttributes[ curMorph ].array[ i * 3 ], morphAttributes[ nextMorph ].array[ i * 3 ], lerpAmount );
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+ tData[ offset + i * 3 + 1 ] = Math.lerp( morphAttributes[ curMorph ].array[ i * 3 + 1 ], morphAttributes[ nextMorph ].array[ i * 3 + 1 ], lerpAmount );
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+ tData[ offset + i * 3 + 2 ] = Math.lerp( morphAttributes[ curMorph ].array[ i * 3 + 2 ], morphAttributes[ nextMorph ].array[ i * 3 + 2 ], lerpAmount );
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+
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+ }
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}
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}
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+
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+ textureAnimation = new THREE.DataTexture( tData, tWidth, tHeight, THREE.RGBFormat, THREE.FloatType );
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+ textureAnimation.needsUpdate = true;
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- var wingsSpan = 20;
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-
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- for ( var f = 0; f < BIRDS; f ++ ) {
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+ var vertices = [], color = [], reference = [], seeds = [], indices = [];
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+ var totalVertices = birdGeo.getAttribute( 'position' ).count * 3 * BIRDS;
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+ for( var i = 0 ; i < totalVertices ; i++ ){
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- // Body
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- verts_push(
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- 0, - 0, - 20,
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- 0, 4, - 20,
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- 0, 0, 30
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- );
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-
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- // Left Wing
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- verts_push(
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- 0, 0, - 15,
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- - wingsSpan, 0, 0,
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- 0, 0, 15
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- );
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-
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- // Right Wing
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- verts_push(
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- 0, 0, 15,
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- wingsSpan, 0, 0,
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- 0, 0, - 15
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- );
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+ var bIndex = i % ( birdGeo.getAttribute( 'position' ).count * 3 );
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+ vertices.push( birdGeo.getAttribute( 'position' ).array[ bIndex ] );
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+ color.push( birdGeo.getAttribute( 'color' ).array[ bIndex ] );
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}
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- for ( var v = 0; v < triangles * 3; v ++ ) {
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-
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- var i = ~ ~ ( v / 3 );
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- var x = ( i % WIDTH ) / WIDTH;
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- var y = ~ ~ ( i / WIDTH ) / WIDTH;
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+ var r = Math.random();
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+ for( var i = 0 ; i < birdGeo.getAttribute( 'position' ).count * BIRDS ; i++ ){
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+
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+ var bIndex = i % ( birdGeo.getAttribute( 'position' ).count );
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+ var bird = Math.floor( i / birdGeo.getAttribute( 'position' ).count );
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+ if( bIndex == 0 ) r = Math.random();
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+ var j = ~ ~ bird;
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+ var x = ( j % WIDTH ) / WIDTH;
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+ var y = ~ ~ ( j / WIDTH ) / WIDTH;
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+ reference.push( x, y, bIndex / tWidth, durationAnimation / tHeight );
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+ seeds.push( bird, r, Math.random(), Math.random() );
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- var c = new THREE.Color(
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- 0x444444 +
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- ~ ~ ( v / 9 ) / BIRDS * 0x666666
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- );
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-
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- birdColors.array[ v * 3 + 0 ] = c.r;
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- birdColors.array[ v * 3 + 1 ] = c.g;
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- birdColors.array[ v * 3 + 2 ] = c.b;
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+ }
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- references.array[ v * 2 ] = x;
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- references.array[ v * 2 + 1 ] = y;
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+ for( var i = 0 ; i < birdGeo.index.array.length * BIRDS ; i++ ){
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- birdVertex.array[ v ] = v % 9;
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+ var offset = Math.floor( i / birdGeo.index.array.length ) * ( birdGeo.getAttribute( 'position' ).count );
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+ indices.push( birdGeo.index.array[ i % birdGeo.index.array.length ] + offset );
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}
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- this.scale( 0.2, 0.2, 0.2 );
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+ BirdGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
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+ BirdGeometry.setAttribute( 'birdColor', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
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+ BirdGeometry.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
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+ BirdGeometry.setAttribute( 'reference', new THREE.BufferAttribute( new Float32Array( reference ), 4 ) );
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+ BirdGeometry.setAttribute( 'seeds', new THREE.BufferAttribute( new Float32Array( seeds ), 4 ) );
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- };
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+ BirdGeometry.setIndex( indices );
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- BirdGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
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+ init();
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+ animate();
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+ } );
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var container, stats;
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var camera, scene, renderer;
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@@ -416,9 +331,6 @@
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var velocityUniforms;
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var birdUniforms;
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- init();
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- animate();
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-
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function init() {
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container = document.createElement( 'div' );
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@@ -428,10 +340,24 @@
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camera.position.z = 350;
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scene = new THREE.Scene();
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- scene.background = new THREE.Color( 0xffffff );
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- scene.fog = new THREE.Fog( 0xffffff, 100, 1000 );
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+ scene.background = new THREE.Color( colors[ selectModel ] );
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+ scene.fog = new THREE.Fog( colors[ selectModel ], 100, 1000 );
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+
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+ // LIGHTS
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+
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+ var hemiLight = new THREE.HemisphereLight( colors[ selectModel ], 0xffffff, 1.6 );
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+ hemiLight.color.setHSL( 0.6, 1, 0.6 );
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+ hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
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+ hemiLight.position.set( 0, 50, 0 );
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+ scene.add( hemiLight );
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- renderer = new THREE.WebGLRenderer();
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+ var dirLight = new THREE.DirectionalLight( 0x00CED1, 0.6 );
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+ dirLight.color.setHSL( 0.1, 1, 0.95 );
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+ dirLight.position.set( - 1, 1.75, 1 );
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+ dirLight.position.multiplyScalar( 30 );
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+ scene.add( dirLight );
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+
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+ renderer = new THREE.WebGLRenderer( { antialias : true, alpha : true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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@@ -445,18 +371,19 @@
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document.addEventListener( 'touchstart', onDocumentTouchStart, false );
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document.addEventListener( 'touchmove', onDocumentTouchMove, false );
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- //
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-
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window.addEventListener( 'resize', onWindowResize, false );
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var gui = new GUI();
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-
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var effectController = {
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+
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separation: 20.0,
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alignment: 20.0,
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cohesion: 20.0,
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- freedom: 0.75
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+ freedom: 0.75,
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+ size: 0.1,
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+ count: Math.floor( BIRDS * 0.5 )
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+
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};
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var valuesChanger = function () {
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@@ -465,6 +392,8 @@
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velocityUniforms[ "alignmentDistance" ].value = effectController.alignment;
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velocityUniforms[ "cohesionDistance" ].value = effectController.cohesion;
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velocityUniforms[ "freedomFactor" ].value = effectController.freedom;
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+ if( materialShader ) materialShader.uniforms[ "size" ].value = effectController.size;
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+ BirdGeometry.setDrawRange ( 0, vertexPerBird * effectController.count )
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};
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@@ -473,6 +402,8 @@
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gui.add( effectController, "separation", 0.0, 100.0, 1.0 ).onChange( valuesChanger );
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gui.add( effectController, "alignment", 0.0, 100, 0.001 ).onChange( valuesChanger );
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gui.add( effectController, "cohesion", 0.0, 100, 0.025 ).onChange( valuesChanger );
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+ gui.add( effectController, "size", 0, 1, 0.01 ).onChange( valuesChanger );
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+ gui.add( effectController, "count", 0, BIRDS, 1 ).onChange( valuesChanger );
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gui.close();
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initBirds();
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@@ -513,42 +444,86 @@
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velocityVariable.wrapT = THREE.RepeatWrapping;
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positionVariable.wrapS = THREE.RepeatWrapping;
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positionVariable.wrapT = THREE.RepeatWrapping;
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-
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+
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var error = gpuCompute.init();
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if ( error !== null ) {
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-
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console.error( error );
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-
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}
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-
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}
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function initBirds() {
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- var geometry = new BirdGeometry();
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-
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- // For Vertex and Fragment
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- birdUniforms = {
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- "color": { value: new THREE.Color( 0xff2200 ) },
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- "texturePosition": { value: null },
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- "textureVelocity": { value: null },
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- "time": { value: 1.0 },
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- "delta": { value: 0.0 }
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- };
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-
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- // THREE.ShaderMaterial
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- var material = new THREE.ShaderMaterial( {
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- uniforms: birdUniforms,
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- vertexShader: document.getElementById( 'birdVS' ).textContent,
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- fragmentShader: document.getElementById( 'birdFS' ).textContent,
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- side: THREE.DoubleSide
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-
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|
|
- } );
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|
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-
|
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- var birdMesh = new THREE.Mesh( geometry, material );
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|
|
+ var geometry = BirdGeometry;
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|
|
+
|
|
|
+ var m = new THREE.MeshStandardMaterial({
|
|
|
+ vertexColors : true,
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|
|
+ flatShading : true,
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|
|
+ roughness : 1,
|
|
|
+ metalness : 0
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|
|
+ })
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|
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+
|
|
|
+ m.onBeforeCompile = ( shader ) => {
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|
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+
|
|
|
+ shader.uniforms.texturePosition = { value : null };
|
|
|
+ shader.uniforms.textureVelocity = { value : null };
|
|
|
+ shader.uniforms.textureAnimation = { value : textureAnimation };
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|
|
+ shader.uniforms.time = { value : 1.0 };
|
|
|
+ shader.uniforms.size = { value : 0.1 };
|
|
|
+ shader.uniforms.delta = { value : 0.0 };
|
|
|
+
|
|
|
+ var token = '#define STANDARD';
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|
|
+ var insert = 'attribute vec4 reference;';
|
|
|
+ insert += 'attribute vec4 seeds;';
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|
|
+ insert += 'attribute vec3 birdColor;';
|
|
|
+ insert += 'uniform sampler2D texturePosition;';
|
|
|
+ insert += 'uniform sampler2D textureVelocity;';
|
|
|
+ insert += 'uniform sampler2D textureAnimation;';
|
|
|
+ insert += 'uniform float size;';
|
|
|
+ insert += 'uniform float time;';
|
|
|
+
|
|
|
+ shader.vertexShader = shader.vertexShader.replace( token, token + '\n' + insert );
|
|
|
+
|
|
|
+ var token = '#include <begin_vertex>';
|
|
|
+ var insert = 'vec4 tmpPos = texture2D( texturePosition, reference.xy );';
|
|
|
+
|
|
|
+ insert += 'vec3 pos = tmpPos.xyz;';
|
|
|
+ insert += 'vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);';
|
|
|
+ insert += 'vec3 aniPos = texture2D( textureAnimation, vec2( reference.z, mod( ( time + seeds.x ) * ( ( 0.0004 + seeds.y / 10000.0) + normalize( velocity ) / 20000.0 ), reference.w ) ) ).xyz;';
|
|
|
+ insert += 'vec3 newPosition = position;';
|
|
|
+
|
|
|
+ insert += 'newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );';
|
|
|
+ insert += 'newPosition *= size + seeds.y * size * 0.2;';
|
|
|
+
|
|
|
+ insert += 'velocity.z *= -1.;';
|
|
|
+ insert += 'float xz = length( velocity.xz );';
|
|
|
+ insert += 'float xyz = 1.;';
|
|
|
+ insert += 'float x = sqrt( 1. - velocity.y * velocity.y );';
|
|
|
+
|
|
|
+ insert += 'float cosry = velocity.x / xz;';
|
|
|
+ insert += 'float sinry = velocity.z / xz;';
|
|
|
+
|
|
|
+ insert += 'float cosrz = x / xyz;';
|
|
|
+ insert += 'float sinrz = velocity.y / xyz;';
|
|
|
+
|
|
|
+ insert += 'mat3 maty = mat3( cosry, 0, -sinry, 0 , 1, 0 , sinry, 0, cosry );';
|
|
|
+ insert += 'mat3 matz = mat3( cosrz , sinrz, 0, -sinrz, cosrz, 0, 0 , 0 , 1 );';
|
|
|
+
|
|
|
+ insert += 'newPosition = maty * matz * newPosition;';
|
|
|
+ insert += 'newPosition += pos;';
|
|
|
+
|
|
|
+ insert += 'vec3 transformed = vec3( newPosition );';
|
|
|
+
|
|
|
+ shader.vertexShader = shader.vertexShader.replace( token, insert );
|
|
|
+
|
|
|
+ materialShader = shader;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ birdMesh = new THREE.Mesh( geometry, m );
|
|
|
birdMesh.rotation.y = Math.PI / 2;
|
|
|
- birdMesh.matrixAutoUpdate = false;
|
|
|
- birdMesh.updateMatrix();
|
|
|
+
|
|
|
+ birdMesh.castShadow = true;
|
|
|
+ birdMesh.receiveShadow = true;
|
|
|
|
|
|
scene.add( birdMesh );
|
|
|
|
|
@@ -653,7 +628,7 @@
|
|
|
|
|
|
var now = performance.now();
|
|
|
var delta = ( now - last ) / 1000;
|
|
|
-
|
|
|
+
|
|
|
if ( delta > 1 ) delta = 1; // safety cap on large deltas
|
|
|
last = now;
|
|
|
|
|
@@ -661,8 +636,8 @@
|
|
|
positionUniforms[ "delta" ].value = delta;
|
|
|
velocityUniforms[ "time" ].value = now;
|
|
|
velocityUniforms[ "delta" ].value = delta;
|
|
|
- birdUniforms[ "time" ].value = now;
|
|
|
- birdUniforms[ "delta" ].value = delta;
|
|
|
+ if( materialShader ) materialShader.uniforms[ "time" ].value = now;
|
|
|
+ if( materialShader ) materialShader.uniforms[ "delta" ].value = delta;
|
|
|
|
|
|
velocityUniforms[ "predator" ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
|
|
|
|
|
@@ -670,12 +645,11 @@
|
|
|
mouseY = 10000;
|
|
|
|
|
|
gpuCompute.compute();
|
|
|
-
|
|
|
- birdUniforms[ "texturePosition" ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
|
|
|
- birdUniforms[ "textureVelocity" ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
|
|
|
-
|
|
|
+
|
|
|
+ if( materialShader ) materialShader.uniforms[ "texturePosition" ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
|
|
|
+ if( materialShader ) materialShader.uniforms[ "textureVelocity" ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
|
|
|
+
|
|
|
renderer.render( scene, camera );
|
|
|
-
|
|
|
}
|
|
|
|
|
|
</script>
|