webgl_gpgpu_birds_gltf.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="https://mirada.com/" target="_blank" rel="noopener">mirada</a> from <a href="http://www.ro.me/" target="_blank" rel="noopener">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;
  129. if( threshDelta == 0. ) adjustedPercent = 1.;
  130. else adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
  131. f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
  132. velocity += normalize( dir ) * f;
  133. }
  134. }
  135. }
  136. // this make tends to fly around than down or up
  137. // if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);
  138. // Speed Limits
  139. if ( length( velocity ) > limit ) {
  140. velocity = normalize( velocity ) * limit;
  141. }
  142. gl_FragColor = vec4( velocity, 1.0 );
  143. }
  144. </script>
  145. <script type="importmap">
  146. {
  147. "imports": {
  148. "three": "../build/three.module.js",
  149. "three/addons/": "./jsm/"
  150. }
  151. }
  152. </script>
  153. <script type="module">
  154. import * as THREE from 'three';
  155. import Stats from 'three/addons/libs/stats.module.js';
  156. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  157. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  158. import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
  159. /* TEXTURE WIDTH FOR SIMULATION */
  160. const WIDTH = 64;
  161. const BIRDS = WIDTH * WIDTH;
  162. /* BAKE ANIMATION INTO TEXTURE and CREATE GEOMETRY FROM BASE MODEL */
  163. const BirdGeometry = new THREE.BufferGeometry();
  164. let textureAnimation, durationAnimation, birdMesh, materialShader, indicesPerBird;
  165. function nextPowerOf2( n ) {
  166. return Math.pow( 2, Math.ceil( Math.log( n ) / Math.log( 2 ) ) );
  167. }
  168. Math.lerp = function ( value1, value2, amount ) {
  169. amount = Math.max( Math.min( amount, 1 ), 0 );
  170. return value1 + ( value2 - value1 ) * amount;
  171. };
  172. const gltfs = [ 'models/gltf/Parrot.glb', 'models/gltf/Flamingo.glb' ];
  173. const colors = [ 0xccFFFF, 0xffdeff ];
  174. const sizes = [ 0.2, 0.1 ];
  175. const selectModel = Math.floor( Math.random() * gltfs.length );
  176. new GLTFLoader().load( gltfs[ selectModel ], function ( gltf ) {
  177. const animations = gltf.animations;
  178. durationAnimation = Math.round( animations[ 0 ].duration * 60 );
  179. const birdGeo = gltf.scene.children[ 0 ].geometry;
  180. const morphAttributes = birdGeo.morphAttributes.position;
  181. const tHeight = nextPowerOf2( durationAnimation );
  182. const tWidth = nextPowerOf2( birdGeo.getAttribute( 'position' ).count );
  183. indicesPerBird = birdGeo.index.count;
  184. const tData = new Float32Array( 4 * tWidth * tHeight );
  185. for ( let i = 0; i < tWidth; i ++ ) {
  186. for ( let j = 0; j < tHeight; j ++ ) {
  187. const offset = j * tWidth * 4;
  188. const curMorph = Math.floor( j / durationAnimation * morphAttributes.length );
  189. const nextMorph = ( Math.floor( j / durationAnimation * morphAttributes.length ) + 1 ) % morphAttributes.length;
  190. const lerpAmount = j / durationAnimation * morphAttributes.length % 1;
  191. if ( j < durationAnimation ) {
  192. let d0, d1;
  193. d0 = morphAttributes[ curMorph ].array[ i * 3 ];
  194. d1 = morphAttributes[ nextMorph ].array[ i * 3 ];
  195. if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 ] = Math.lerp( d0, d1, lerpAmount );
  196. d0 = morphAttributes[ curMorph ].array[ i * 3 + 1 ];
  197. d1 = morphAttributes[ nextMorph ].array[ i * 3 + 1 ];
  198. if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 1 ] = Math.lerp( d0, d1, lerpAmount );
  199. d0 = morphAttributes[ curMorph ].array[ i * 3 + 2 ];
  200. d1 = morphAttributes[ nextMorph ].array[ i * 3 + 2 ];
  201. if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 2 ] = Math.lerp( d0, d1, lerpAmount );
  202. tData[ offset + i * 4 + 3 ] = 1;
  203. }
  204. }
  205. }
  206. textureAnimation = new THREE.DataTexture( tData, tWidth, tHeight, THREE.RGBAFormat, THREE.FloatType );
  207. textureAnimation.needsUpdate = true;
  208. const vertices = [], color = [], reference = [], seeds = [], indices = [];
  209. const totalVertices = birdGeo.getAttribute( 'position' ).count * 3 * BIRDS;
  210. for ( let i = 0; i < totalVertices; i ++ ) {
  211. const bIndex = i % ( birdGeo.getAttribute( 'position' ).count * 3 );
  212. vertices.push( birdGeo.getAttribute( 'position' ).array[ bIndex ] );
  213. color.push( birdGeo.getAttribute( 'color' ).array[ bIndex ] );
  214. }
  215. let r = Math.random();
  216. for ( let i = 0; i < birdGeo.getAttribute( 'position' ).count * BIRDS; i ++ ) {
  217. const bIndex = i % ( birdGeo.getAttribute( 'position' ).count );
  218. const bird = Math.floor( i / birdGeo.getAttribute( 'position' ).count );
  219. if ( bIndex == 0 ) r = Math.random();
  220. const j = ~ ~ bird;
  221. const x = ( j % WIDTH ) / WIDTH;
  222. const y = ~ ~ ( j / WIDTH ) / WIDTH;
  223. reference.push( x, y, bIndex / tWidth, durationAnimation / tHeight );
  224. seeds.push( bird, r, Math.random(), Math.random() );
  225. }
  226. for ( let i = 0; i < birdGeo.index.array.length * BIRDS; i ++ ) {
  227. const offset = Math.floor( i / birdGeo.index.array.length ) * ( birdGeo.getAttribute( 'position' ).count );
  228. indices.push( birdGeo.index.array[ i % birdGeo.index.array.length ] + offset );
  229. }
  230. BirdGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  231. BirdGeometry.setAttribute( 'birdColor', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
  232. BirdGeometry.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
  233. BirdGeometry.setAttribute( 'reference', new THREE.BufferAttribute( new Float32Array( reference ), 4 ) );
  234. BirdGeometry.setAttribute( 'seeds', new THREE.BufferAttribute( new Float32Array( seeds ), 4 ) );
  235. BirdGeometry.setIndex( indices );
  236. init();
  237. animate();
  238. } );
  239. let container, stats;
  240. let camera, scene, renderer;
  241. let mouseX = 0, mouseY = 0;
  242. let windowHalfX = window.innerWidth / 2;
  243. let windowHalfY = window.innerHeight / 2;
  244. const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
  245. let last = performance.now();
  246. let gpuCompute;
  247. let velocityVariable;
  248. let positionVariable;
  249. let positionUniforms;
  250. let velocityUniforms;
  251. function init() {
  252. container = document.createElement( 'div' );
  253. document.body.appendChild( container );
  254. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
  255. camera.position.z = 350;
  256. scene = new THREE.Scene();
  257. scene.background = new THREE.Color( colors[ selectModel ] );
  258. scene.fog = new THREE.Fog( colors[ selectModel ], 100, 1000 );
  259. // LIGHTS
  260. const hemiLight = new THREE.HemisphereLight( colors[ selectModel ], 0xffffff, 4.5 );
  261. hemiLight.color.setHSL( 0.6, 1, 0.6, THREE.SRGBColorSpace );
  262. hemiLight.groundColor.setHSL( 0.095, 1, 0.75, THREE.SRGBColorSpace );
  263. hemiLight.position.set( 0, 50, 0 );
  264. scene.add( hemiLight );
  265. const dirLight = new THREE.DirectionalLight( 0x00CED1, 2.0 );
  266. dirLight.color.setHSL( 0.1, 1, 0.95, THREE.SRGBColorSpace );
  267. dirLight.position.set( - 1, 1.75, 1 );
  268. dirLight.position.multiplyScalar( 30 );
  269. scene.add( dirLight );
  270. renderer = new THREE.WebGLRenderer( { antialias: true } );
  271. renderer.setPixelRatio( window.devicePixelRatio );
  272. renderer.setSize( window.innerWidth, window.innerHeight );
  273. container.appendChild( renderer.domElement );
  274. initComputeRenderer();
  275. stats = new Stats();
  276. container.appendChild( stats.dom );
  277. container.style.touchAction = 'none';
  278. container.addEventListener( 'pointermove', onPointerMove );
  279. window.addEventListener( 'resize', onWindowResize );
  280. const gui = new GUI();
  281. const effectController = {
  282. separation: 20.0,
  283. alignment: 20.0,
  284. cohesion: 20.0,
  285. freedom: 0.75,
  286. size: sizes[ selectModel ],
  287. count: Math.floor( BIRDS / 4 )
  288. };
  289. const valuesChanger = function () {
  290. velocityUniforms[ 'separationDistance' ].value = effectController.separation;
  291. velocityUniforms[ 'alignmentDistance' ].value = effectController.alignment;
  292. velocityUniforms[ 'cohesionDistance' ].value = effectController.cohesion;
  293. velocityUniforms[ 'freedomFactor' ].value = effectController.freedom;
  294. if ( materialShader ) materialShader.uniforms[ 'size' ].value = effectController.size;
  295. BirdGeometry.setDrawRange( 0, indicesPerBird * effectController.count );
  296. };
  297. valuesChanger();
  298. gui.add( effectController, 'separation', 0.0, 100.0, 1.0 ).onChange( valuesChanger );
  299. gui.add( effectController, 'alignment', 0.0, 100, 0.001 ).onChange( valuesChanger );
  300. gui.add( effectController, 'cohesion', 0.0, 100, 0.025 ).onChange( valuesChanger );
  301. gui.add( effectController, 'size', 0, 1, 0.01 ).onChange( valuesChanger );
  302. gui.add( effectController, 'count', 0, BIRDS, 1 ).onChange( valuesChanger );
  303. gui.close();
  304. initBirds( effectController );
  305. }
  306. function initComputeRenderer() {
  307. gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
  308. if ( renderer.capabilities.isWebGL2 === false ) {
  309. gpuCompute.setDataType( THREE.HalfFloatType );
  310. }
  311. const dtPosition = gpuCompute.createTexture();
  312. const dtVelocity = gpuCompute.createTexture();
  313. fillPositionTexture( dtPosition );
  314. fillVelocityTexture( dtVelocity );
  315. velocityVariable = gpuCompute.addVariable( 'textureVelocity', document.getElementById( 'fragmentShaderVelocity' ).textContent, dtVelocity );
  316. positionVariable = gpuCompute.addVariable( 'texturePosition', document.getElementById( 'fragmentShaderPosition' ).textContent, dtPosition );
  317. gpuCompute.setVariableDependencies( velocityVariable, [ positionVariable, velocityVariable ] );
  318. gpuCompute.setVariableDependencies( positionVariable, [ positionVariable, velocityVariable ] );
  319. positionUniforms = positionVariable.material.uniforms;
  320. velocityUniforms = velocityVariable.material.uniforms;
  321. positionUniforms[ 'time' ] = { value: 0.0 };
  322. positionUniforms[ 'delta' ] = { value: 0.0 };
  323. velocityUniforms[ 'time' ] = { value: 1.0 };
  324. velocityUniforms[ 'delta' ] = { value: 0.0 };
  325. velocityUniforms[ 'testing' ] = { value: 1.0 };
  326. velocityUniforms[ 'separationDistance' ] = { value: 1.0 };
  327. velocityUniforms[ 'alignmentDistance' ] = { value: 1.0 };
  328. velocityUniforms[ 'cohesionDistance' ] = { value: 1.0 };
  329. velocityUniforms[ 'freedomFactor' ] = { value: 1.0 };
  330. velocityUniforms[ 'predator' ] = { value: new THREE.Vector3() };
  331. velocityVariable.material.defines.BOUNDS = BOUNDS.toFixed( 2 );
  332. velocityVariable.wrapS = THREE.RepeatWrapping;
  333. velocityVariable.wrapT = THREE.RepeatWrapping;
  334. positionVariable.wrapS = THREE.RepeatWrapping;
  335. positionVariable.wrapT = THREE.RepeatWrapping;
  336. const error = gpuCompute.init();
  337. if ( error !== null ) {
  338. console.error( error );
  339. }
  340. }
  341. function initBirds( effectController ) {
  342. const geometry = BirdGeometry;
  343. const m = new THREE.MeshStandardMaterial( {
  344. vertexColors: true,
  345. flatShading: true,
  346. roughness: 1,
  347. metalness: 0
  348. } );
  349. m.onBeforeCompile = ( shader ) => {
  350. shader.uniforms.texturePosition = { value: null };
  351. shader.uniforms.textureVelocity = { value: null };
  352. shader.uniforms.textureAnimation = { value: textureAnimation };
  353. shader.uniforms.time = { value: 1.0 };
  354. shader.uniforms.size = { value: effectController.size };
  355. shader.uniforms.delta = { value: 0.0 };
  356. let token = '#define STANDARD';
  357. let insert = /* glsl */`
  358. attribute vec4 reference;
  359. attribute vec4 seeds;
  360. attribute vec3 birdColor;
  361. uniform sampler2D texturePosition;
  362. uniform sampler2D textureVelocity;
  363. uniform sampler2D textureAnimation;
  364. uniform float size;
  365. uniform float time;
  366. `;
  367. shader.vertexShader = shader.vertexShader.replace( token, token + insert );
  368. token = '#include <begin_vertex>';
  369. insert = /* glsl */`
  370. vec4 tmpPos = texture2D( texturePosition, reference.xy );
  371. vec3 pos = tmpPos.xyz;
  372. vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);
  373. vec3 aniPos = texture2D( textureAnimation, vec2( reference.z, mod( time + ( seeds.x ) * ( ( 0.0004 + seeds.y / 10000.0) + normalize( velocity ) / 20000.0 ), reference.w ) ) ).xyz;
  374. vec3 newPosition = position;
  375. newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );
  376. newPosition *= size + seeds.y * size * 0.2;
  377. velocity.z *= -1.;
  378. float xz = length( velocity.xz );
  379. float xyz = 1.;
  380. float x = sqrt( 1. - velocity.y * velocity.y );
  381. float cosry = velocity.x / xz;
  382. float sinry = velocity.z / xz;
  383. float cosrz = x / xyz;
  384. float sinrz = velocity.y / xyz;
  385. mat3 maty = mat3( cosry, 0, -sinry, 0 , 1, 0 , sinry, 0, cosry );
  386. mat3 matz = mat3( cosrz , sinrz, 0, -sinrz, cosrz, 0, 0 , 0 , 1 );
  387. newPosition = maty * matz * newPosition;
  388. newPosition += pos;
  389. vec3 transformed = vec3( newPosition );
  390. `;
  391. shader.vertexShader = shader.vertexShader.replace( token, insert );
  392. materialShader = shader;
  393. };
  394. birdMesh = new THREE.Mesh( geometry, m );
  395. birdMesh.rotation.y = Math.PI / 2;
  396. birdMesh.castShadow = true;
  397. birdMesh.receiveShadow = true;
  398. scene.add( birdMesh );
  399. }
  400. function fillPositionTexture( texture ) {
  401. const theArray = texture.image.data;
  402. for ( let k = 0, kl = theArray.length; k < kl; k += 4 ) {
  403. const x = Math.random() * BOUNDS - BOUNDS_HALF;
  404. const y = Math.random() * BOUNDS - BOUNDS_HALF;
  405. const z = Math.random() * BOUNDS - BOUNDS_HALF;
  406. theArray[ k + 0 ] = x;
  407. theArray[ k + 1 ] = y;
  408. theArray[ k + 2 ] = z;
  409. theArray[ k + 3 ] = 1;
  410. }
  411. }
  412. function fillVelocityTexture( texture ) {
  413. const theArray = texture.image.data;
  414. for ( let k = 0, kl = theArray.length; k < kl; k += 4 ) {
  415. const x = Math.random() - 0.5;
  416. const y = Math.random() - 0.5;
  417. const z = Math.random() - 0.5;
  418. theArray[ k + 0 ] = x * 10;
  419. theArray[ k + 1 ] = y * 10;
  420. theArray[ k + 2 ] = z * 10;
  421. theArray[ k + 3 ] = 1;
  422. }
  423. }
  424. function onWindowResize() {
  425. windowHalfX = window.innerWidth / 2;
  426. windowHalfY = window.innerHeight / 2;
  427. camera.aspect = window.innerWidth / window.innerHeight;
  428. camera.updateProjectionMatrix();
  429. renderer.setSize( window.innerWidth, window.innerHeight );
  430. }
  431. function onPointerMove( event ) {
  432. if ( event.isPrimary === false ) return;
  433. mouseX = event.clientX - windowHalfX;
  434. mouseY = event.clientY - windowHalfY;
  435. }
  436. //
  437. function animate() {
  438. requestAnimationFrame( animate );
  439. render();
  440. stats.update();
  441. }
  442. function render() {
  443. const now = performance.now();
  444. let delta = ( now - last ) / 1000;
  445. if ( delta > 1 ) delta = 1; // safety cap on large deltas
  446. last = now;
  447. positionUniforms[ 'time' ].value = now;
  448. positionUniforms[ 'delta' ].value = delta;
  449. velocityUniforms[ 'time' ].value = now;
  450. velocityUniforms[ 'delta' ].value = delta;
  451. if ( materialShader ) materialShader.uniforms[ 'time' ].value = now / 1000;
  452. if ( materialShader ) materialShader.uniforms[ 'delta' ].value = delta;
  453. velocityUniforms[ 'predator' ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
  454. mouseX = 10000;
  455. mouseY = 10000;
  456. gpuCompute.compute();
  457. if ( materialShader ) materialShader.uniforms[ 'texturePosition' ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
  458. if ( materialShader ) materialShader.uniforms[ 'textureVelocity' ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
  459. renderer.render( scene, camera );
  460. }
  461. </script>
  462. </body>
  463. </html>