webgl_gpgpu_birds.html 20 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - gpgpu - flocking</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. background-color: #fff;
  11. color: #444;
  12. }
  13. a {
  14. color:#08f;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl gpgpu birds + GLTF mesh<br/>
  21. Flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/>
  22. Move mouse to disturb birds.
  23. </div>
  24. <!-- shader for bird's position -->
  25. <script id="fragmentShaderPosition" type="x-shader/x-fragment">
  26. uniform float time;
  27. uniform float delta;
  28. void main() {
  29. vec2 uv = gl_FragCoord.xy / resolution.xy;
  30. vec4 tmpPos = texture2D( texturePosition, uv );
  31. vec3 position = tmpPos.xyz;
  32. vec3 velocity = texture2D( textureVelocity, uv ).xyz;
  33. float phase = tmpPos.w;
  34. phase = mod( ( phase + delta +
  35. length( velocity.xz ) * delta * 3. +
  36. max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );
  37. gl_FragColor = vec4( position + velocity * delta * 15. , phase );
  38. }
  39. </script>
  40. <!-- shader for bird's velocity -->
  41. <script id="fragmentShaderVelocity" type="x-shader/x-fragment">
  42. uniform float time;
  43. uniform float testing;
  44. uniform float delta; // about 0.016
  45. uniform float separationDistance; // 20
  46. uniform float alignmentDistance; // 40
  47. uniform float cohesionDistance; //
  48. uniform float freedomFactor;
  49. uniform vec3 predator;
  50. const float width = resolution.x;
  51. const float height = resolution.y;
  52. const float PI = 3.141592653589793;
  53. const float PI_2 = PI * 2.0;
  54. // const float VISION = PI * 0.55;
  55. float zoneRadius = 40.0;
  56. float zoneRadiusSquared = 1600.0;
  57. float separationThresh = 0.45;
  58. float alignmentThresh = 0.65;
  59. const float UPPER_BOUNDS = BOUNDS;
  60. const float LOWER_BOUNDS = -UPPER_BOUNDS;
  61. const float SPEED_LIMIT = 9.0;
  62. float rand( vec2 co ){
  63. return fract( sin( dot( co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );
  64. }
  65. void main() {
  66. zoneRadius = separationDistance + alignmentDistance + cohesionDistance;
  67. separationThresh = separationDistance / zoneRadius;
  68. alignmentThresh = ( separationDistance + alignmentDistance ) / zoneRadius;
  69. zoneRadiusSquared = zoneRadius * zoneRadius;
  70. vec2 uv = gl_FragCoord.xy / resolution.xy;
  71. vec3 birdPosition, birdVelocity;
  72. vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
  73. vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
  74. float dist;
  75. vec3 dir; // direction
  76. float distSquared;
  77. float separationSquared = separationDistance * separationDistance;
  78. float cohesionSquared = cohesionDistance * cohesionDistance;
  79. float f;
  80. float percent;
  81. vec3 velocity = selfVelocity;
  82. float limit = SPEED_LIMIT;
  83. dir = predator * UPPER_BOUNDS - selfPosition;
  84. dir.z = 0.;
  85. // dir.z *= 0.6;
  86. dist = length( dir );
  87. distSquared = dist * dist;
  88. float preyRadius = 150.0;
  89. float preyRadiusSq = preyRadius * preyRadius;
  90. // move birds away from predator
  91. if ( dist < preyRadius ) {
  92. f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
  93. velocity += normalize( dir ) * f;
  94. limit += 5.0;
  95. }
  96. // if (testing == 0.0) {}
  97. // if ( rand( uv + time ) < freedomFactor ) {}
  98. // Attract flocks to the center
  99. vec3 central = vec3( 0., 0., 0. );
  100. dir = selfPosition - central;
  101. dist = length( dir );
  102. dir.y *= 2.5;
  103. velocity -= normalize( dir ) * delta * 5.;
  104. for ( float y = 0.0; y < height; y++ ) {
  105. for ( float x = 0.0; x < width; x++ ) {
  106. vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
  107. birdPosition = texture2D( texturePosition, ref ).xyz;
  108. dir = birdPosition - selfPosition;
  109. dist = length( dir );
  110. if ( dist < 0.0001 ) continue;
  111. distSquared = dist * dist;
  112. if ( distSquared > zoneRadiusSquared ) continue;
  113. percent = distSquared / zoneRadiusSquared;
  114. if ( percent < separationThresh ) { // low
  115. // Separation - Move apart for comfort
  116. f = ( separationThresh / percent - 1.0 ) * delta;
  117. velocity -= normalize( dir ) * f;
  118. } else if ( percent < alignmentThresh ) { // high
  119. // Alignment - fly the same direction
  120. float threshDelta = alignmentThresh - separationThresh;
  121. float adjustedPercent = ( percent - separationThresh ) / threshDelta;
  122. birdVelocity = texture2D( textureVelocity, ref ).xyz;
  123. f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
  124. velocity += normalize( birdVelocity ) * f;
  125. } else {
  126. // Attraction / Cohesion - move closer
  127. float threshDelta = 1.0 - alignmentThresh;
  128. float adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
  129. f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
  130. velocity += normalize( dir ) * f;
  131. }
  132. }
  133. }
  134. // this make tends to fly around than down or up
  135. // if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);
  136. // Speed Limits
  137. if ( length( velocity ) > limit ) {
  138. velocity = normalize( velocity ) * limit;
  139. }
  140. gl_FragColor = vec4( velocity, 1.0 );
  141. }
  142. </script>
  143. <script type="module">
  144. import * as THREE from '../build/three.module.js';
  145. import Stats from './jsm/libs/stats.module.js';
  146. import { GUI } from './jsm/libs/dat.gui.module.js';
  147. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  148. import { GPUComputationRenderer } from './jsm/misc/GPUComputationRenderer.js';
  149. /* TEXTURE WIDTH FOR SIMULATION */
  150. var WIDTH = 64
  151. var BIRDS = WIDTH * WIDTH;
  152. /* BAKE ANIMATION INTO TEXTURE and CREATE GEOMETRY FROM BASE MODEL */
  153. var BirdGeometry = new THREE.BufferGeometry();
  154. var textureAnimation, durationAnimation, originalMaterial,birdMesh, materialShader, vertexPerBird;
  155. function nextPowerOf2( n ) { return Math.pow( 2, Math.ceil( Math.log( n ) / Math.log( 2 ) ) ) };
  156. Math.lerp = function (value1, value2, amount) {
  157. amount = Math.max( Math.min( amount, 1 ), 0 );
  158. return value1 + (value2 - value1) * amount;
  159. };
  160. var geos = [ 'Parrot', 'Flamingo', 'Horse' ]
  161. var colors = [ 0xccFFFF, 0xffdeff, 0xffdede ]
  162. var selectModel = Math.floor( Math.random() * geos.length )
  163. new GLTFLoader().load( 'models/gltf/' + geos[ selectModel ] + '.glb', function ( gltf ) {
  164. var animations = gltf.animations;
  165. durationAnimation = Math.round( animations[ 0 ].duration * 60 );
  166. var birdGeo = gltf.scene.children[ 0 ].geometry;
  167. originalMaterial = gltf.scene.children[ 0 ].material;
  168. var morphAttributes = birdGeo.morphAttributes.position;
  169. var tHeight = nextPowerOf2( durationAnimation );
  170. var tWidth = nextPowerOf2( birdGeo.getAttribute( 'position' ).count );
  171. vertexPerBird = birdGeo.getAttribute( 'position' ).count;
  172. var tData = new Float32Array( 3 * tWidth * tHeight );
  173. for( var i = 0 ; i < tWidth ; i++ ){
  174. for( var j = 0 ; j < tHeight ; j++ ){
  175. var offset = j * tWidth * 3;
  176. var curFrame = j;
  177. var curMorph = Math.floor( j / durationAnimation * morphAttributes.length );
  178. var nextMorph = ( Math.floor( j / durationAnimation * morphAttributes.length ) + 1 ) % morphAttributes.length;
  179. var lerpAmount = j / durationAnimation * morphAttributes.length % 1;
  180. if( j < durationAnimation ){
  181. tData[ offset + i * 3 ] = Math.lerp( morphAttributes[ curMorph ].array[ i * 3 ], morphAttributes[ nextMorph ].array[ i * 3 ], lerpAmount );
  182. tData[ offset + i * 3 + 1 ] = Math.lerp( morphAttributes[ curMorph ].array[ i * 3 + 1 ], morphAttributes[ nextMorph ].array[ i * 3 + 1 ], lerpAmount );
  183. tData[ offset + i * 3 + 2 ] = Math.lerp( morphAttributes[ curMorph ].array[ i * 3 + 2 ], morphAttributes[ nextMorph ].array[ i * 3 + 2 ], lerpAmount );
  184. }
  185. }
  186. }
  187. textureAnimation = new THREE.DataTexture( tData, tWidth, tHeight, THREE.RGBFormat, THREE.FloatType );
  188. textureAnimation.needsUpdate = true;
  189. var vertices = [], color = [], reference = [], seeds = [], indices = [];
  190. var totalVertices = birdGeo.getAttribute( 'position' ).count * 3 * BIRDS;
  191. for( var i = 0 ; i < totalVertices ; i++ ){
  192. var bIndex = i % ( birdGeo.getAttribute( 'position' ).count * 3 );
  193. vertices.push( birdGeo.getAttribute( 'position' ).array[ bIndex ] );
  194. color.push( birdGeo.getAttribute( 'color' ).array[ bIndex ] );
  195. }
  196. var r = Math.random();
  197. for( var i = 0 ; i < birdGeo.getAttribute( 'position' ).count * BIRDS ; i++ ){
  198. var bIndex = i % ( birdGeo.getAttribute( 'position' ).count );
  199. var bird = Math.floor( i / birdGeo.getAttribute( 'position' ).count );
  200. if( bIndex == 0 ) r = Math.random();
  201. var j = ~ ~ bird;
  202. var x = ( j % WIDTH ) / WIDTH;
  203. var y = ~ ~ ( j / WIDTH ) / WIDTH;
  204. reference.push( x, y, bIndex / tWidth, durationAnimation / tHeight );
  205. seeds.push( bird, r, Math.random(), Math.random() );
  206. }
  207. for( var i = 0 ; i < birdGeo.index.array.length * BIRDS ; i++ ){
  208. var offset = Math.floor( i / birdGeo.index.array.length ) * ( birdGeo.getAttribute( 'position' ).count );
  209. indices.push( birdGeo.index.array[ i % birdGeo.index.array.length ] + offset );
  210. }
  211. BirdGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  212. BirdGeometry.setAttribute( 'birdColor', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
  213. BirdGeometry.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
  214. BirdGeometry.setAttribute( 'reference', new THREE.BufferAttribute( new Float32Array( reference ), 4 ) );
  215. BirdGeometry.setAttribute( 'seeds', new THREE.BufferAttribute( new Float32Array( seeds ), 4 ) );
  216. BirdGeometry.setIndex( indices );
  217. init();
  218. animate();
  219. } );
  220. var container, stats;
  221. var camera, scene, renderer;
  222. var mouseX = 0, mouseY = 0;
  223. var windowHalfX = window.innerWidth / 2;
  224. var windowHalfY = window.innerHeight / 2;
  225. var BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
  226. var last = performance.now();
  227. var gpuCompute;
  228. var velocityVariable;
  229. var positionVariable;
  230. var positionUniforms;
  231. var velocityUniforms;
  232. var birdUniforms;
  233. function init() {
  234. container = document.createElement( 'div' );
  235. document.body.appendChild( container );
  236. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
  237. camera.position.z = 350;
  238. scene = new THREE.Scene();
  239. scene.background = new THREE.Color( colors[ selectModel ] );
  240. scene.fog = new THREE.Fog( colors[ selectModel ], 100, 1000 );
  241. // LIGHTS
  242. var hemiLight = new THREE.HemisphereLight( colors[ selectModel ], 0xffffff, 1.6 );
  243. hemiLight.color.setHSL( 0.6, 1, 0.6 );
  244. hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
  245. hemiLight.position.set( 0, 50, 0 );
  246. scene.add( hemiLight );
  247. var dirLight = new THREE.DirectionalLight( 0x00CED1, 0.6 );
  248. dirLight.color.setHSL( 0.1, 1, 0.95 );
  249. dirLight.position.set( - 1, 1.75, 1 );
  250. dirLight.position.multiplyScalar( 30 );
  251. scene.add( dirLight );
  252. renderer = new THREE.WebGLRenderer( { antialias : true, alpha : true } );
  253. renderer.setPixelRatio( window.devicePixelRatio );
  254. renderer.setSize( window.innerWidth, window.innerHeight );
  255. container.appendChild( renderer.domElement );
  256. initComputeRenderer();
  257. stats = new Stats();
  258. container.appendChild( stats.dom );
  259. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  260. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  261. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  262. window.addEventListener( 'resize', onWindowResize, false );
  263. var gui = new GUI();
  264. var effectController = {
  265. separation: 20.0,
  266. alignment: 20.0,
  267. cohesion: 20.0,
  268. freedom: 0.75,
  269. size: 0.1,
  270. count: BIRDS
  271. };
  272. var valuesChanger = function () {
  273. velocityUniforms[ "separationDistance" ].value = effectController.separation;
  274. velocityUniforms[ "alignmentDistance" ].value = effectController.alignment;
  275. velocityUniforms[ "cohesionDistance" ].value = effectController.cohesion;
  276. velocityUniforms[ "freedomFactor" ].value = effectController.freedom;
  277. if( materialShader ) materialShader.uniforms[ "size" ].value = effectController.size;
  278. BirdGeometry.setDrawRange ( 0, vertexPerBird * effectController.count )
  279. };
  280. valuesChanger();
  281. gui.add( effectController, "separation", 0.0, 100.0, 1.0 ).onChange( valuesChanger );
  282. gui.add( effectController, "alignment", 0.0, 100, 0.001 ).onChange( valuesChanger );
  283. gui.add( effectController, "cohesion", 0.0, 100, 0.025 ).onChange( valuesChanger );
  284. gui.add( effectController, "size", 0, 1, 0.01 ).onChange( valuesChanger );
  285. gui.add( effectController, "count", 0, BIRDS, 1 ).onChange( valuesChanger );
  286. gui.close();
  287. initBirds();
  288. }
  289. function initComputeRenderer() {
  290. gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
  291. var dtPosition = gpuCompute.createTexture();
  292. var dtVelocity = gpuCompute.createTexture();
  293. fillPositionTexture( dtPosition );
  294. fillVelocityTexture( dtVelocity );
  295. velocityVariable = gpuCompute.addVariable( "textureVelocity", document.getElementById( 'fragmentShaderVelocity' ).textContent, dtVelocity );
  296. positionVariable = gpuCompute.addVariable( "texturePosition", document.getElementById( 'fragmentShaderPosition' ).textContent, dtPosition );
  297. gpuCompute.setVariableDependencies( velocityVariable, [ positionVariable, velocityVariable ] );
  298. gpuCompute.setVariableDependencies( positionVariable, [ positionVariable, velocityVariable ] );
  299. positionUniforms = positionVariable.material.uniforms;
  300. velocityUniforms = velocityVariable.material.uniforms;
  301. positionUniforms[ "time" ] = { value: 0.0 };
  302. positionUniforms[ "delta" ] = { value: 0.0 };
  303. velocityUniforms[ "time" ] = { value: 1.0 };
  304. velocityUniforms[ "delta" ] = { value: 0.0 };
  305. velocityUniforms[ "testing" ] = { value: 1.0 };
  306. velocityUniforms[ "separationDistance" ] = { value: 1.0 };
  307. velocityUniforms[ "alignmentDistance" ] = { value: 1.0 };
  308. velocityUniforms[ "cohesionDistance" ] = { value: 1.0 };
  309. velocityUniforms[ "freedomFactor" ] = { value: 1.0 };
  310. velocityUniforms[ "predator" ] = { value: new THREE.Vector3() };
  311. velocityVariable.material.defines.BOUNDS = BOUNDS.toFixed( 2 );
  312. velocityVariable.wrapS = THREE.RepeatWrapping;
  313. velocityVariable.wrapT = THREE.RepeatWrapping;
  314. positionVariable.wrapS = THREE.RepeatWrapping;
  315. positionVariable.wrapT = THREE.RepeatWrapping;
  316. var error = gpuCompute.init();
  317. if ( error !== null ) {
  318. console.error( error );
  319. }
  320. }
  321. function initBirds() {
  322. var geometry = BirdGeometry;
  323. var m = new THREE.MeshStandardMaterial({
  324. vertexColors : true,
  325. flatShading : true,
  326. roughness : 1,
  327. metalness : 0
  328. })
  329. m.onBeforeCompile = ( shader ) => {
  330. shader.uniforms.texturePosition = { value : null };
  331. shader.uniforms.textureVelocity = { value : null };
  332. shader.uniforms.textureAnimation = { value : textureAnimation };
  333. shader.uniforms.time = { value : 1.0 };
  334. shader.uniforms.size = { value : 0.1 };
  335. shader.uniforms.delta = { value : 0.0 };
  336. var token = '#define STANDARD';
  337. var insert = 'attribute vec4 reference;';
  338. insert += 'attribute vec4 seeds;';
  339. insert += 'attribute vec3 birdColor;';
  340. insert += 'uniform sampler2D texturePosition;';
  341. insert += 'uniform sampler2D textureVelocity;';
  342. insert += 'uniform sampler2D textureAnimation;';
  343. insert += 'uniform float size;';
  344. insert += 'uniform float time;';
  345. shader.vertexShader = shader.vertexShader.replace( token, token + '\n' + insert );
  346. var token = '#include <begin_vertex>';
  347. var insert = 'vec4 tmpPos = texture2D( texturePosition, reference.xy );';
  348. insert += 'vec3 pos = tmpPos.xyz;';
  349. insert += 'vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);';
  350. 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;';
  351. insert += 'vec3 newPosition = position;';
  352. insert += 'newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );';
  353. insert += 'newPosition *= size + seeds.y * size * 0.2;';
  354. insert += 'velocity.z *= -1.;';
  355. insert += 'float xz = length( velocity.xz );';
  356. insert += 'float xyz = 1.;';
  357. insert += 'float x = sqrt( 1. - velocity.y * velocity.y );';
  358. insert += 'float cosry = velocity.x / xz;';
  359. insert += 'float sinry = velocity.z / xz;';
  360. insert += 'float cosrz = x / xyz;';
  361. insert += 'float sinrz = velocity.y / xyz;';
  362. insert += 'mat3 maty = mat3( cosry, 0, -sinry, 0 , 1, 0 , sinry, 0, cosry );';
  363. insert += 'mat3 matz = mat3( cosrz , sinrz, 0, -sinrz, cosrz, 0, 0 , 0 , 1 );';
  364. insert += 'newPosition = maty * matz * newPosition;';
  365. insert += 'newPosition += pos;';
  366. insert += 'vec3 transformed = vec3( newPosition );';
  367. shader.vertexShader = shader.vertexShader.replace( token, insert );
  368. materialShader = shader;
  369. }
  370. birdMesh = new THREE.Mesh( geometry, m );
  371. birdMesh.rotation.y = Math.PI / 2;
  372. birdMesh.castShadow = true;
  373. birdMesh.receiveShadow = true;
  374. scene.add( birdMesh );
  375. }
  376. function fillPositionTexture( texture ) {
  377. var theArray = texture.image.data;
  378. for ( var k = 0, kl = theArray.length; k < kl; k += 4 ) {
  379. var x = Math.random() * BOUNDS - BOUNDS_HALF;
  380. var y = Math.random() * BOUNDS - BOUNDS_HALF;
  381. var z = Math.random() * BOUNDS - BOUNDS_HALF;
  382. theArray[ k + 0 ] = x;
  383. theArray[ k + 1 ] = y;
  384. theArray[ k + 2 ] = z;
  385. theArray[ k + 3 ] = 1;
  386. }
  387. }
  388. function fillVelocityTexture( texture ) {
  389. var theArray = texture.image.data;
  390. for ( var k = 0, kl = theArray.length; k < kl; k += 4 ) {
  391. var x = Math.random() - 0.5;
  392. var y = Math.random() - 0.5;
  393. var z = Math.random() - 0.5;
  394. theArray[ k + 0 ] = x * 10;
  395. theArray[ k + 1 ] = y * 10;
  396. theArray[ k + 2 ] = z * 10;
  397. theArray[ k + 3 ] = 1;
  398. }
  399. }
  400. function onWindowResize() {
  401. windowHalfX = window.innerWidth / 2;
  402. windowHalfY = window.innerHeight / 2;
  403. camera.aspect = window.innerWidth / window.innerHeight;
  404. camera.updateProjectionMatrix();
  405. renderer.setSize( window.innerWidth, window.innerHeight );
  406. }
  407. function onDocumentMouseMove( event ) {
  408. mouseX = event.clientX - windowHalfX;
  409. mouseY = event.clientY - windowHalfY;
  410. }
  411. function onDocumentTouchStart( event ) {
  412. if ( event.touches.length === 1 ) {
  413. event.preventDefault();
  414. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  415. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  416. }
  417. }
  418. function onDocumentTouchMove( event ) {
  419. if ( event.touches.length === 1 ) {
  420. event.preventDefault();
  421. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  422. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  423. }
  424. }
  425. //
  426. function animate() {
  427. requestAnimationFrame( animate );
  428. render();
  429. stats.update();
  430. }
  431. function render() {
  432. var now = performance.now();
  433. var delta = ( now - last ) / 1000;
  434. if ( delta > 1 ) delta = 1; // safety cap on large deltas
  435. last = now;
  436. positionUniforms[ "time" ].value = now;
  437. positionUniforms[ "delta" ].value = delta;
  438. velocityUniforms[ "time" ].value = now;
  439. velocityUniforms[ "delta" ].value = delta;
  440. if( materialShader ) materialShader.uniforms[ "time" ].value = now;
  441. if( materialShader ) materialShader.uniforms[ "delta" ].value = delta;
  442. velocityUniforms[ "predator" ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
  443. mouseX = 10000;
  444. mouseY = 10000;
  445. gpuCompute.compute();
  446. if( materialShader ) materialShader.uniforms[ "texturePosition" ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
  447. if( materialShader ) materialShader.uniforms[ "textureVelocity" ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
  448. renderer.render( scene, camera );
  449. }
  450. </script>
  451. </body>
  452. </html>