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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - gpgpu - flocking</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <style>
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+ body {
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+ background-color: #ffffff;
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+ margin: 0px;
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+ overflow: hidden;
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+ font-family:Monospace;
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+ font-size:13px;
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+ text-align:center;
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+ text-align:center;
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+ cursor: pointer;
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+ }
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+
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+ a {
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+ color:#0078ff;
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+ }
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+
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+ #info {
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+ color: #000;
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+ position: absolute;
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+ top: 10px;
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+ width: 100%;
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+ }
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+
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+ </style>
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="http://threejs.org" target="_blank">three.js</a> - <span id="birds"></span> webgl gpgpu birds<br/>
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+ Select <span id="options"></span> birds<br/>
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+ Move mouse to disturb birds.
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+
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+ </div>
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+
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+ <script src="../build/three.min.js"></script>
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+ <script src="js/Detector.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+ <script src="js/libs/dat.gui.min.js"></script>
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+
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+ <script src="js/SimulatorRenderer.js"></script>
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+
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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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+ - Replacing the custom BirdGeometry with a BufferGeometry?
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+ - Create a better shading for the birds?
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+ - Refactoring the SimulationRenderer to a more generic TextureRenderer / making the GPGPU workflow easier?
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+
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+ -->
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+
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+
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+
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+ <!-- pass through vertex shader -->
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+ <script id="vertexShader" type="x-shader/x-vertex">
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+
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+ void main() {
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+
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+ gl_Position = vec4( position, 1.0 );
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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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+ <!-- pass through fragment shader -->
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+ <script id="fragmentShader" type="x-shader/x-fragment">
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+
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+ uniform vec2 resolution;
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+ uniform float time;
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+ uniform sampler2D texture;
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+
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+ void main() {
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+
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+ vec2 uv = gl_FragCoord.xy / resolution.xy;
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+
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+ vec3 color = texture2D( texture, uv ).xyz;
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+
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+ gl_FragColor=vec4(color, 1.0);
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+
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+ }
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+
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+ </script>
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+ <!-- end pass through shaders -->
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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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+
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+ uniform vec2 resolution;
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+ uniform float time;
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+ uniform float delta;
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+ uniform sampler2D textureVelocity;
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+ uniform sampler2D texturePosition;
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+
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+ void main() {
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+
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+ vec2 uv = gl_FragCoord.xy / resolution.xy;
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+ vec4 tmpPos = texture2D( texturePosition, uv );
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+ vec3 position = tmpPos.xyz;
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+ vec3 velocity = texture2D( textureVelocity, uv ).xyz;
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+
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+ float phase = tmpPos.w;
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+
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+ phase = mod( ( phase + delta +
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+ length( velocity.xz ) * delta * 3. +
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+ max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );
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+
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+ gl_FragColor = vec4( position + velocity * delta * 15. , phase );
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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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+ <!-- shader for bird's velocity -->
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+ <script id="fragmentShaderVelocity" type="x-shader/x-fragment">
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+
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+ uniform vec2 resolution;
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+ uniform float time;
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+ uniform float testing;
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+ uniform float delta; // about 0.016
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+ uniform float seperationDistance; // 20
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+ uniform float alignmentDistance; // 40
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+ uniform float cohesionDistance; //
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+ uniform float freedomFactor;
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+ uniform vec3 predator;
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+
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+
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+ uniform sampler2D textureVelocity;
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+ uniform sampler2D texturePosition;
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+
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+ const float width = WIDTH;
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+ const float height = WIDTH;
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+
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+ const float PI = 3.141592653589793;
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+ const float PI_2 = PI * 2.0;
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+ // const float VISION = PI * 0.55;
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+
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+ float zoneRadius = 40.0;
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+ float zoneRadiusSquared = zoneRadius * zoneRadius;
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+
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+ float separationThresh = 0.45;
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+ float alignmentThresh = 0.65;
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+
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+ const float UPPER_BOUNDS = 400.0;
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+ const float LOWER_BOUNDS = -UPPER_BOUNDS;
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+
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+ const float SPEED_LIMIT = 9.0;
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+
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+ float rand(vec2 co){
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+ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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+ }
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+
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+ void main() {
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+
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+ zoneRadius = seperationDistance + alignmentDistance + cohesionDistance;
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+ separationThresh = seperationDistance / zoneRadius;
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+ alignmentThresh = ( seperationDistance + alignmentDistance ) / zoneRadius;
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+ zoneRadiusSquared = zoneRadius * zoneRadius;
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+
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+
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+ vec2 uv = gl_FragCoord.xy / resolution.xy;
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+ vec3 birdPosition, birdVelocity;
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+
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+ vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
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+ vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
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+
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+ float dist;
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+ vec3 dir; // direction
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+ float distSquared;
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+
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+ float seperationSquared = seperationDistance * seperationDistance;
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+ float cohesionSquared = cohesionDistance * cohesionDistance;
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+
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+ float f;
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+ float percent;
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+
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+ vec3 velocity = selfVelocity;
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+
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+ float limit = SPEED_LIMIT;
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+
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+ dir = predator * UPPER_BOUNDS - selfPosition;
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+ dir.z = 0.;
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+ // dir.z *= 0.6;
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+ dist = length( dir );
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+ distSquared = dist * dist;
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+
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+ float preyRadius = 150.0;
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+ float preyRadiusSq = preyRadius * preyRadius;
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+
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+
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+ // move birds away from predator
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+ if (dist < preyRadius) {
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+
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+ f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
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+ velocity += normalize( dir ) * f;
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+ limit += 5.0;
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+ }
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+
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+
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+ // if (testing == 0.0) {}
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+ // if ( rand( uv + time ) < freedomFactor ) {}
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+
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+
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+ // Attract flocks to the center
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+ vec3 central = vec3( 0., 0., 0. );
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+ dir = selfPosition - central;
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+ dist = length( dir );
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+ dir.y *= 2.5;
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+ velocity -= normalize( dir ) * delta * 5.;
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+
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+ for (float y=0.0;y<height;y++) {
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+ for (float x=0.0;x<width;x++) {
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+
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+ if (
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+ x == gl_FragCoord.x && y == gl_FragCoord.y) continue;
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+
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+ birdPosition = texture2D( texturePosition,
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+ vec2( x / resolution.x, y / resolution.y ) ).xyz;
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+
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+ dir = birdPosition - selfPosition;
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+ dist = length(dir);
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+ distSquared = dist * dist;
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+
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+ if ( dist > 0.0 && distSquared < zoneRadiusSquared ) {
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+
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+ percent = distSquared / zoneRadiusSquared;
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+
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+ if ( percent < separationThresh ) { // low
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+
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+ // Separation - Move apart for comfort
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+ f = (separationThresh / percent - 1.0) * delta;
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+ velocity -= normalize(dir) * f;
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+
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+ } else if ( percent < alignmentThresh ) { // high
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+
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+ // Alignment - fly the same direction
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+ float threshDelta = alignmentThresh - separationThresh;
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+ float adjustedPercent = ( percent - separationThresh ) / threshDelta;
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+
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+ birdVelocity = texture2D( textureVelocity, vec2(x/resolution.x, y/resolution.y) ).xyz;
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+
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+ f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
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+ velocity += normalize(birdVelocity) * f;
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+
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+ } else {
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+
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+ // Attraction / Cohesion - move closer
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+ float threshDelta = 1.0 - alignmentThresh;
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+ float adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
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+
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+ f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
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+
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+ velocity += normalize(dir) * f;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ }
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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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+
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+ // Speed Limits
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+ if ( length( velocity ) > limit ) {
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+ velocity = normalize( velocity ) * limit;
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+ }
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+
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+ gl_FragColor = vec4( velocity, 1.0 );
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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="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 vec3 vNormal;
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+ varying vec2 vUv;
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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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+ vNormal = normal;
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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 vec3 vNormal;
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+ varying vec2 vUv;
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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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+ // vec3 light = vec3( 0.0, 1.0, 1.0 );
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+ // light = normalize( light );
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+ // float dProd = dot( vNormal, light ) ; //* 0.5 + 0.5;
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+ // vec4 tcolor = vColor;
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+ // vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
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+
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+ // gl_FragColor = gray * dProd;
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+ // gl_FragColor = vec4( dProd * tcolor );
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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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+
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+ <script>
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|
+
|
|
|
|
+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
|
|
|
|
+
|
|
|
|
+ var hash = document.location.hash.substr( 1 );
|
|
|
|
+ if (hash) hash = parseInt(hash, 0);
|
|
|
|
+
|
|
|
|
+ /* TEXTURE WIDTH FOR SIMULATION */
|
|
|
|
+ var WIDTH = hash || 32;
|
|
|
|
+
|
|
|
|
+ var BIRDS = 1024;
|
|
|
|
+
|
|
|
|
+ // Custom Geometry
|
|
|
|
+ THREE.BirdGeometry = function () {
|
|
|
|
+
|
|
|
|
+ THREE.Geometry.call( this );
|
|
|
|
+
|
|
|
|
+ BIRDS = WIDTH * WIDTH;
|
|
|
|
+
|
|
|
|
+ var verts = this.vertices;
|
|
|
|
+ var faces = this.faces;
|
|
|
|
+ var uvs = this.faceVertexUvs[ 0 ];
|
|
|
|
+
|
|
|
|
+ var fi = 0;
|
|
|
|
+
|
|
|
|
+ for (var f = 0; f<BIRDS; f++ ) {
|
|
|
|
+ verts.push(
|
|
|
|
+ new THREE.Vector3(0, -0, -20),
|
|
|
|
+ new THREE.Vector3(0, 10, -20),
|
|
|
|
+ new THREE.Vector3(0, 0, 30)
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ faces.push(new THREE.Face3(
|
|
|
|
+ fi++,
|
|
|
|
+ fi++,
|
|
|
|
+ fi++
|
|
|
|
+ ));
|
|
|
|
+
|
|
|
|
+ uvs.push([
|
|
|
|
+ new THREE.Vector2(0, 0),
|
|
|
|
+ new THREE.Vector2(0, 1),
|
|
|
|
+ new THREE.Vector2(1, 1)
|
|
|
|
+ ]);
|
|
|
|
+
|
|
|
|
+ var wingsSpan = 30;
|
|
|
|
+
|
|
|
|
+ verts.push(
|
|
|
|
+ new THREE.Vector3(0, 0, -20),
|
|
|
|
+ new THREE.Vector3(-wingsSpan, 0, 0),
|
|
|
|
+ new THREE.Vector3(0, 0, 20)
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ verts.push(
|
|
|
|
+ new THREE.Vector3(0, 0, 20),
|
|
|
|
+ new THREE.Vector3(wingsSpan, 0, 0),
|
|
|
|
+ new THREE.Vector3(0, 0, -20)
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ faces.push(new THREE.Face3(
|
|
|
|
+ fi++,
|
|
|
|
+ fi++,
|
|
|
|
+ fi++
|
|
|
|
+ ));
|
|
|
|
+
|
|
|
|
+ faces.push(new THREE.Face3(
|
|
|
|
+ fi++,
|
|
|
|
+ fi++,
|
|
|
|
+ fi++
|
|
|
|
+ ));
|
|
|
|
+
|
|
|
|
+ uvs.push([
|
|
|
|
+ new THREE.Vector2(0, 0),
|
|
|
|
+ new THREE.Vector2(0, 1),
|
|
|
|
+ new THREE.Vector2(1, 1)
|
|
|
|
+ ]);
|
|
|
|
+
|
|
|
|
+ uvs.push([
|
|
|
|
+ new THREE.Vector2(0, 0),
|
|
|
|
+ new THREE.Vector2(0, 1),
|
|
|
|
+ new THREE.Vector2(1, 1)
|
|
|
|
+ ]);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ this.applyMatrix( new THREE.Matrix4().makeScale( 0.2, 0.2, 0.2 ) );
|
|
|
|
+
|
|
|
|
+ this.computeCentroids();
|
|
|
|
+ this.computeFaceNormals();
|
|
|
|
+ this.computeVertexNormals();
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ THREE.BirdGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ var container, stats;
|
|
|
|
+ var camera, scene, renderer, geometry, i, h, color;
|
|
|
|
+ var mouseX = 0, mouseY = 0;
|
|
|
|
+
|
|
|
|
+ var windowHalfX = window.innerWidth / 2;
|
|
|
|
+ var windowHalfY = window.innerHeight / 2;
|
|
|
|
+
|
|
|
|
+ var HEIGHT = WIDTH;
|
|
|
|
+ var PARTICLES = WIDTH * WIDTH;
|
|
|
|
+ var BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
|
|
|
|
+
|
|
|
|
+ document.getElementById('birds').innerText = PARTICLES;
|
|
|
|
+
|
|
|
|
+ function change(n) {
|
|
|
|
+ location.hash = n;
|
|
|
|
+ location.reload();
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ var options = '';
|
|
|
|
+ for (i=1; i<7; i++) {
|
|
|
|
+ var j = Math.pow(2, i);
|
|
|
|
+ options += '<a href="#" onclick="return change(' + j + ')">' + (j * j) + '</a> ';
|
|
|
|
+ }
|
|
|
|
+ document.getElementById('options').innerHTML = options;
|
|
|
|
+
|
|
|
|
+ var debug;
|
|
|
|
+ var data, texture;
|
|
|
|
+
|
|
|
|
+ var spline = new THREE.SplineCurve3();
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ var timer = 0;
|
|
|
|
+ var paused = false;
|
|
|
|
+
|
|
|
|
+ var last = performance.now();
|
|
|
|
+ var delta, now, t = 0;
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ var simulator;
|
|
|
|
+ var flipflop = true;
|
|
|
|
+ var rtPosition1, rtPosition2, rtVelocity1, rtVelocity2;
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ init();
|
|
|
|
+ animate();
|
|
|
|
+ onMouseDown();
|
|
|
|
+
|
|
|
|
+ function init() {
|
|
|
|
+
|
|
|
|
+ container = document.createElement( 'div' );
|
|
|
|
+ document.body.appendChild( container );
|
|
|
|
+
|
|
|
|
+ camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
|
|
|
|
+ camera.position.z = 350;
|
|
|
|
+
|
|
|
|
+ scene = new THREE.Scene();
|
|
|
|
+
|
|
|
|
+ scene.fog = new THREE.Fog( 0xffffff, 100, 1000 );
|
|
|
|
+
|
|
|
|
+ renderer = new THREE.WebGLRenderer();
|
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
+ container.appendChild( renderer.domElement );
|
|
|
|
+
|
|
|
|
+ renderer.setClearColor( scene.fog.color, 1 );
|
|
|
|
+ renderer.autoClear = true;
|
|
|
|
+
|
|
|
|
+ ////////
|
|
|
|
+ simulator = new SimulatorRenderer(WIDTH, renderer);
|
|
|
|
+
|
|
|
|
+ var dtPosition = generateDataTexture();
|
|
|
|
+ var dtVelocity = generateVelocityTexture();
|
|
|
|
+
|
|
|
|
+ rtPosition1 = simulator.getRenderTarget();
|
|
|
|
+ rtPosition2 = rtPosition1.clone();
|
|
|
|
+ rtVelocity1 = rtPosition1.clone();
|
|
|
|
+ rtVelocity2 = rtPosition1.clone();
|
|
|
|
+
|
|
|
|
+ simulator.renderTexture(dtPosition, rtPosition1);
|
|
|
|
+ simulator.renderTexture(rtPosition1, rtPosition2);
|
|
|
|
+
|
|
|
|
+ simulator.renderTexture(dtVelocity, rtVelocity1);
|
|
|
|
+ simulator.renderTexture(rtVelocity1, rtVelocity2);
|
|
|
|
+
|
|
|
|
+ simulator.velocityUniforms.testing.value = 10;
|
|
|
|
+
|
|
|
|
+ /////////
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ plane = new THREE.PlaneGeometry( BOUNDS, BOUNDS, 1, 1 );
|
|
|
|
+ // new THREE.CubeGeometry( BOUNDS, BOUNDS, BOUNDS),
|
|
|
|
+
|
|
|
|
+ cube = new THREE.Mesh(
|
|
|
|
+ plane,
|
|
|
|
+ new THREE.MeshBasicMaterial( {color: 0xdddddd, wireframe: true, depthWrite: false} )
|
|
|
|
+ );
|
|
|
|
+
|
|
|
|
+ cube.rotation.x = -Math.PI / 2;
|
|
|
|
+ cube.position.y = -400;
|
|
|
|
+ // scene.add(cube);
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ stats = new Stats();
|
|
|
|
+ stats.domElement.style.position = 'absolute';
|
|
|
|
+ stats.domElement.style.top = '0px';
|
|
|
|
+ container.appendChild( stats.domElement );
|
|
|
|
+
|
|
|
|
+ document.addEventListener( 'mousemove', onDocumentMouseMove, false );
|
|
|
|
+ // document.addEventListener( 'mousedown', onMouseDown, false );
|
|
|
|
+ document.addEventListener( 'mouseup', onMouseUp, false );
|
|
|
|
+ document.addEventListener( 'touchstart', onDocumentTouchStart, false );
|
|
|
|
+ document.addEventListener( 'touchmove', onDocumentTouchMove, false );
|
|
|
|
+
|
|
|
|
+ //
|
|
|
|
+
|
|
|
|
+ window.addEventListener( 'resize', onWindowResize, false );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ var gui = new dat.GUI();
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ var effectController = {
|
|
|
|
+ seperation: 20.0,
|
|
|
|
+ alignment: 20.0,
|
|
|
|
+ cohesion: 20.0,
|
|
|
|
+ freedom: 0.75
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ var valuesChanger = function() {
|
|
|
|
+
|
|
|
|
+ simulator.velocityUniforms.seperationDistance.value = effectController.seperation;
|
|
|
|
+ simulator.velocityUniforms.alignmentDistance.value = effectController.alignment;
|
|
|
|
+ simulator.velocityUniforms.cohesionDistance.value = effectController.cohesion;
|
|
|
|
+ simulator.velocityUniforms.freedomFactor.value = effectController.freedom;
|
|
|
|
+
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ valuesChanger();
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ gui.add( effectController, "seperation", 0.0, 100.0, 1.0 ).onChange( valuesChanger );
|
|
|
|
+ gui.add( effectController, "alignment", 0.0, 100, 0.001 ).onChange( valuesChanger );
|
|
|
|
+ gui.add( effectController, "cohesion", 0.0, 100, 0.025 ).onChange( valuesChanger );
|
|
|
|
+ // gui.add( effectController, "freedom", 0.0, 1.0, 0.025 ).onChange( valuesChanger );
|
|
|
|
+ gui.close();
|
|
|
|
+
|
|
|
|
+ initBirds();
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ // var ambient = new THREE.AmbientLight( 0x444444 );
|
|
|
|
+ // scene.add( ambient );
|
|
|
|
+
|
|
|
|
+ // light = new THREE.DirectionalLight( 0xffffff );
|
|
|
|
+ // light.position.set( 1, 1, 1 );
|
|
|
|
+ // scene.add( light );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ // light = new THREE.DirectionalLight( 0xffffff );
|
|
|
|
+ // light.position.set( -1, -1, -1 );
|
|
|
|
+ // scene.add( light );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ function initBirds() {
|
|
|
|
+ var geometry = new THREE.BirdGeometry( );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ // For Vertex Shaders
|
|
|
|
+ birdAttributes = {
|
|
|
|
+ index: { type: 'i', value: [] },
|
|
|
|
+ birdColor: { type: 'c', value: [] },
|
|
|
|
+ reference: { type: 'v2', value: [] },
|
|
|
|
+ birdVertex: { type: 'f', value: [] },
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // For Vertex and Fragment
|
|
|
|
+ birdUniforms = {
|
|
|
|
+
|
|
|
|
+ color: { type: "c", value: new THREE.Color( 0xff2200 ) },
|
|
|
|
+ texturePosition: { type: "t", value: null },
|
|
|
|
+ textureVelocity: { type: "t", value: null },
|
|
|
|
+ time: { type: "f", value: 1.0 },
|
|
|
|
+ delta: { type: "f", value: 0.0 },
|
|
|
|
+
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // ShaderMaterial
|
|
|
|
+ var shaderMaterial = new THREE.ShaderMaterial( {
|
|
|
|
+
|
|
|
|
+ uniforms: birdUniforms,
|
|
|
|
+ attributes: birdAttributes,
|
|
|
|
+ vertexShader: document.getElementById( 'birdVS' ).textContent,
|
|
|
|
+ fragmentShader: document.getElementById( 'birdFS' ).textContent,
|
|
|
|
+ side: THREE.DoubleSide,
|
|
|
|
+ // wireframe: true
|
|
|
|
+
|
|
|
|
+ });
|
|
|
|
+
|
|
|
|
+ // geometry.dynamic = false;
|
|
|
|
+
|
|
|
|
+ var vertices = geometry.vertices;
|
|
|
|
+ var birdColors = birdAttributes.birdColor.value;
|
|
|
|
+ var references = birdAttributes.reference.value;
|
|
|
|
+ var birdVertex = birdAttributes.birdVertex.value;
|
|
|
|
+
|
|
|
|
+ for( var v = 0; v < vertices.length; v++ ) {
|
|
|
|
+
|
|
|
|
+ var i = ~~(v / 3);
|
|
|
|
+ var x = (i % WIDTH) / WIDTH;
|
|
|
|
+ var y = ~~(i / WIDTH) / WIDTH;
|
|
|
|
+
|
|
|
|
+ birdColors[ v ] = new THREE.Color(
|
|
|
|
+ Math.random() * 0xffffff
|
|
|
|
+ // ~~(v / 9) / BIRDS * 0xffffff
|
|
|
|
+ );
|
|
|
|
+ references[ v ] = new THREE.Vector2( x, y );
|
|
|
|
+ birdVertex[ v ] = v % 9;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ // var
|
|
|
|
+ birdMesh = new THREE.Mesh( geometry, shaderMaterial );
|
|
|
|
+ birdMesh.rotation.y = Math.PI / 2;
|
|
|
|
+ birdMesh.sortObjects = false;
|
|
|
|
+
|
|
|
|
+ birdMesh.matrixAutoUpdate = false;
|
|
|
|
+ birdMesh.updateMatrix();
|
|
|
|
+
|
|
|
|
+ scene.add(birdMesh);
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function onWindowResize() {
|
|
|
|
+
|
|
|
|
+ windowHalfX = window.innerWidth / 2;
|
|
|
|
+ windowHalfY = window.innerHeight / 2;
|
|
|
|
+
|
|
|
|
+ camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
|
+
|
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function onDocumentMouseMove( event ) {
|
|
|
|
+
|
|
|
|
+ mouseX = event.clientX - windowHalfX;
|
|
|
|
+ mouseY = event.clientY - windowHalfY;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function onDocumentTouchStart( event ) {
|
|
|
|
+
|
|
|
|
+ if ( event.touches.length === 1 ) {
|
|
|
|
+
|
|
|
|
+ event.preventDefault();
|
|
|
|
+
|
|
|
|
+ mouseX = event.touches[ 0 ].pageX - windowHalfX;
|
|
|
|
+ mouseY = event.touches[ 0 ].pageY - windowHalfY;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function onDocumentTouchMove( event ) {
|
|
|
|
+
|
|
|
|
+ if ( event.touches.length === 1 ) {
|
|
|
|
+
|
|
|
|
+ event.preventDefault();
|
|
|
|
+
|
|
|
|
+ mouseX = event.touches[ 0 ].pageX - windowHalfX;
|
|
|
|
+ mouseY = event.touches[ 0 ].pageY - windowHalfY;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //
|
|
|
|
+
|
|
|
|
+ function animate() {
|
|
|
|
+
|
|
|
|
+ requestAnimationFrame( animate );
|
|
|
|
+
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+ render();
|
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|
|
+ stats.update();
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+
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|
|
+ }
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|
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+
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|
|
+ function render() {
|
|
|
|
+ now = performance.now()
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|
|
+ delta = (now - last) / 1000;
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+
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+ if (delta > 1) delta = 1; // safety cap on large deltas
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|
+ last = now;
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+
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|
+ birdUniforms.time.value = now;
|
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|
|
+ birdUniforms.delta.value = delta;
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+
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|
|
+ // if ( paused ) {
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|
|
|
+ // camera.position.x += ( mouseX * 2 - camera.position.x ) * 0.05;
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|
|
+ // camera.position.y += ( - mouseY * 2 - camera.position.y ) * 0.05;
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|
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+
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|
|
+ // camera.lookAt( scene.position );
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|
|
+ // delta = 0.0001;
|
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|
|
+ // }
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|
|
|
+
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|
|
|
+ if (!paused)
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|
|
|
+ if (flipflop) {
|
|
|
|
+ simulator.renderVelocity( rtPosition1, rtVelocity1, rtVelocity2, delta );
|
|
|
|
+ simulator.renderPosition( rtPosition1, rtVelocity2, rtPosition2, delta );
|
|
|
|
+ birdUniforms.texturePosition.value = rtPosition2;
|
|
|
|
+ birdUniforms.textureVelocity.value = rtVelocity2;
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+ simulator.renderVelocity( rtPosition2, rtVelocity2, rtVelocity1, delta );
|
|
|
|
+ simulator.renderPosition( rtPosition2, rtVelocity1, rtPosition1, delta );
|
|
|
|
+ birdUniforms.texturePosition.value = rtPosition1;
|
|
|
|
+ birdUniforms.textureVelocity.value = rtVelocity1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ flipflop = !flipflop;
|
|
|
|
+
|
|
|
|
+ simulator.velocityUniforms.predator.value.set( mouseX / windowHalfX, -mouseY / windowHalfY, 0 );
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ mouseX = 10000;
|
|
|
|
+ mouseY = 10000;
|
|
|
|
+
|
|
|
|
+ renderer.render( scene, camera );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function onMouseDown() {
|
|
|
|
+ // simulator.velocityUniforms.testing.value = 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function onMouseUp() {
|
|
|
|
+ // simulator.velocityUniforms.testing.value = 1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ function generateDataTexture() {
|
|
|
|
+
|
|
|
|
+ var x, y, z;
|
|
|
|
+
|
|
|
|
+ var w = WIDTH, h = WIDTH;
|
|
|
|
+
|
|
|
|
+ var a = new Float32Array(PARTICLES * 4);
|
|
|
|
+
|
|
|
|
+ for (var k = 0; k < PARTICLES; k++) {
|
|
|
|
+
|
|
|
|
+ x = Math.random() * BOUNDS - BOUNDS_HALF;
|
|
|
|
+ y = Math.random() * BOUNDS - BOUNDS_HALF;
|
|
|
|
+ z = Math.random() * BOUNDS - BOUNDS_HALF;
|
|
|
|
+
|
|
|
|
+ a[ k*4 + 0 ] = x;
|
|
|
|
+ a[ k*4 + 1 ] = y;
|
|
|
|
+ a[ k*4 + 2 ] = z;
|
|
|
|
+ a[ k*4 + 3 ] = 1;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBAFormat, THREE.FloatType );
|
|
|
|
+ texture.minFilter = THREE.NearestFilter;
|
|
|
|
+ texture.magFilter = THREE.NearestFilter;
|
|
|
|
+ texture.needsUpdate = true;
|
|
|
|
+ texture.flipY = false;
|
|
|
|
+
|
|
|
|
+ return texture;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ function generateVelocityTexture() {
|
|
|
|
+
|
|
|
|
+ var x, y, z;
|
|
|
|
+
|
|
|
|
+ var w = WIDTH, h = WIDTH;
|
|
|
|
+
|
|
|
|
+ var a = new Float32Array(PARTICLES * 4);
|
|
|
|
+
|
|
|
|
+ for (var k = 0; k < PARTICLES; k++) {
|
|
|
|
+
|
|
|
|
+ x = Math.random() - 0.5;
|
|
|
|
+ y = Math.random() - 0.5;
|
|
|
|
+ z = Math.random() - 0.5;
|
|
|
|
+
|
|
|
|
+ a[ k*4 + 0 ] = x * 10;
|
|
|
|
+ a[ k*4 + 1 ] = y * 10;
|
|
|
|
+ a[ k*4 + 2 ] = z * 10;
|
|
|
|
+ a[ k*4 + 3 ] = 1;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBAFormat, THREE.FloatType );
|
|
|
|
+ texture.minFilter = THREE.NearestFilter;
|
|
|
|
+ texture.magFilter = THREE.NearestFilter;
|
|
|
|
+ texture.needsUpdate = true;
|
|
|
|
+ texture.flipY = false;
|
|
|
|
+
|
|
|
|
+ return texture;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ </script>
|
|
|
|
+ </body>
|
|
|
|
+</html>
|