webgl_gpgpu_protoplanet.html 14 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - gpgpu - protoplanet</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. #warning {
  10. color: #ff0000;
  11. }
  12. </style>
  13. </head>
  14. <body>
  15. <div id="info">
  16. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - <span id="protoplanets"></span> webgl gpgpu debris
  17. </div>
  18. <!-- Fragment shader for protoplanet's position -->
  19. <script id="computeShaderPosition" type="x-shader/x-fragment">
  20. #define delta ( 1.0 / 60.0 )
  21. void main() {
  22. vec2 uv = gl_FragCoord.xy / resolution.xy;
  23. vec4 tmpPos = texture2D( texturePosition, uv );
  24. vec3 pos = tmpPos.xyz;
  25. vec4 tmpVel = texture2D( textureVelocity, uv );
  26. vec3 vel = tmpVel.xyz;
  27. float mass = tmpVel.w;
  28. if ( mass == 0.0 ) {
  29. vel = vec3( 0.0 );
  30. }
  31. // Dynamics
  32. pos += vel * delta;
  33. gl_FragColor = vec4( pos, 1.0 );
  34. }
  35. </script>
  36. <!-- Fragment shader for protoplanet's velocity -->
  37. <script id="computeShaderVelocity" type="x-shader/x-fragment">
  38. // For PI declaration:
  39. #include <common>
  40. #define delta ( 1.0 / 60.0 )
  41. uniform float gravityConstant;
  42. uniform float density;
  43. const float width = resolution.x;
  44. const float height = resolution.y;
  45. float radiusFromMass( float mass ) {
  46. // Calculate radius of a sphere from mass and density
  47. return pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 );
  48. }
  49. void main() {
  50. vec2 uv = gl_FragCoord.xy / resolution.xy;
  51. float idParticle = uv.y * resolution.x + uv.x;
  52. vec4 tmpPos = texture2D( texturePosition, uv );
  53. vec3 pos = tmpPos.xyz;
  54. vec4 tmpVel = texture2D( textureVelocity, uv );
  55. vec3 vel = tmpVel.xyz;
  56. float mass = tmpVel.w;
  57. if ( mass > 0.0 ) {
  58. float radius = radiusFromMass( mass );
  59. vec3 acceleration = vec3( 0.0 );
  60. // Gravity interaction
  61. for ( float y = 0.0; y < height; y++ ) {
  62. for ( float x = 0.0; x < width; x++ ) {
  63. vec2 secondParticleCoords = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
  64. vec3 pos2 = texture2D( texturePosition, secondParticleCoords ).xyz;
  65. vec4 velTemp2 = texture2D( textureVelocity, secondParticleCoords );
  66. vec3 vel2 = velTemp2.xyz;
  67. float mass2 = velTemp2.w;
  68. float idParticle2 = secondParticleCoords.y * resolution.x + secondParticleCoords.x;
  69. if ( idParticle == idParticle2 ) {
  70. continue;
  71. }
  72. if ( mass2 == 0.0 ) {
  73. continue;
  74. }
  75. vec3 dPos = pos2 - pos;
  76. float distance = length( dPos );
  77. float radius2 = radiusFromMass( mass2 );
  78. if ( distance == 0.0 ) {
  79. continue;
  80. }
  81. // Checks collision
  82. if ( distance < radius + radius2 ) {
  83. if ( idParticle < idParticle2 ) {
  84. // This particle is aggregated by the other
  85. vel = ( vel * mass + vel2 * mass2 ) / ( mass + mass2 );
  86. mass += mass2;
  87. radius = radiusFromMass( mass );
  88. }
  89. else {
  90. // This particle dies
  91. mass = 0.0;
  92. radius = 0.0;
  93. vel = vec3( 0.0 );
  94. break;
  95. }
  96. }
  97. float distanceSq = distance * distance;
  98. float gravityField = gravityConstant * mass2 / distanceSq;
  99. gravityField = min( gravityField, 1000.0 );
  100. acceleration += gravityField * normalize( dPos );
  101. }
  102. if ( mass == 0.0 ) {
  103. break;
  104. }
  105. }
  106. // Dynamics
  107. vel += delta * acceleration;
  108. }
  109. gl_FragColor = vec4( vel, mass );
  110. }
  111. </script>
  112. <!-- Particles vertex shader -->
  113. <script type="x-shader/x-vertex" id="particleVertexShader">
  114. // For PI declaration:
  115. #include <common>
  116. uniform sampler2D texturePosition;
  117. uniform sampler2D textureVelocity;
  118. uniform float cameraConstant;
  119. uniform float density;
  120. varying vec4 vColor;
  121. float radiusFromMass( float mass ) {
  122. // Calculate radius of a sphere from mass and density
  123. return pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 );
  124. }
  125. void main() {
  126. vec4 posTemp = texture2D( texturePosition, uv );
  127. vec3 pos = posTemp.xyz;
  128. vec4 velTemp = texture2D( textureVelocity, uv );
  129. vec3 vel = velTemp.xyz;
  130. float mass = velTemp.w;
  131. vColor = vec4( 1.0, mass / 250.0, 0.0, 1.0 );
  132. vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );
  133. // Calculate radius of a sphere from mass and density
  134. //float radius = pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 );
  135. float radius = radiusFromMass( mass );
  136. // Apparent size in pixels
  137. if ( mass == 0.0 ) {
  138. gl_PointSize = 0.0;
  139. }
  140. else {
  141. gl_PointSize = radius * cameraConstant / ( - mvPosition.z );
  142. }
  143. gl_Position = projectionMatrix * mvPosition;
  144. }
  145. </script>
  146. <!-- Particles fragment shader -->
  147. <script type="x-shader/x-fragment" id="particleFragmentShader">
  148. varying vec4 vColor;
  149. void main() {
  150. float f = length( gl_PointCoord - vec2( 0.5, 0.5 ) );
  151. if ( f > 0.5 ) {
  152. discard;
  153. }
  154. gl_FragColor = vColor;
  155. }
  156. </script>
  157. <script type="module">
  158. import * as THREE from '../build/three.module.js';
  159. import Stats from './jsm/libs/stats.module.js';
  160. import { GUI } from './jsm/libs/dat.gui.module.js';
  161. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  162. import { GPUComputationRenderer } from './jsm/misc/GPUComputationRenderer.js';
  163. const isIE = /Trident/i.test( navigator.userAgent );
  164. const isEdge = /Edge/i.test( navigator.userAgent );
  165. // Texture width for simulation (each texel is a debris particle)
  166. const WIDTH = ( isIE || isEdge ) ? 4 : 64;
  167. let container, stats;
  168. let camera, scene, renderer, geometry;
  169. const PARTICLES = WIDTH * WIDTH;
  170. let gpuCompute;
  171. let velocityVariable;
  172. let positionVariable;
  173. let velocityUniforms;
  174. let particleUniforms;
  175. let effectController;
  176. init();
  177. animate();
  178. function init() {
  179. container = document.createElement( 'div' );
  180. document.body.appendChild( container );
  181. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 5, 15000 );
  182. camera.position.y = 120;
  183. camera.position.z = 400;
  184. scene = new THREE.Scene();
  185. renderer = new THREE.WebGLRenderer();
  186. renderer.setPixelRatio( window.devicePixelRatio );
  187. renderer.setSize( window.innerWidth, window.innerHeight );
  188. container.appendChild( renderer.domElement );
  189. const controls = new OrbitControls( camera, renderer.domElement );
  190. controls.minDistance = 100;
  191. controls.maxDistance = 1000;
  192. effectController = {
  193. // Can be changed dynamically
  194. gravityConstant: 100.0,
  195. density: 0.45,
  196. // Must restart simulation
  197. radius: 300,
  198. height: 8,
  199. exponent: 0.4,
  200. maxMass: 15.0,
  201. velocity: 70,
  202. velocityExponent: 0.2,
  203. randVelocity: 0.001
  204. };
  205. initComputeRenderer();
  206. stats = new Stats();
  207. container.appendChild( stats.dom );
  208. window.addEventListener( 'resize', onWindowResize );
  209. initGUI();
  210. initProtoplanets();
  211. dynamicValuesChanger();
  212. }
  213. function initComputeRenderer() {
  214. gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
  215. if ( isSafari() ) {
  216. gpuCompute.setDataType( THREE.HalfFloatType );
  217. }
  218. const dtPosition = gpuCompute.createTexture();
  219. const dtVelocity = gpuCompute.createTexture();
  220. fillTextures( dtPosition, dtVelocity );
  221. velocityVariable = gpuCompute.addVariable( "textureVelocity", document.getElementById( 'computeShaderVelocity' ).textContent, dtVelocity );
  222. positionVariable = gpuCompute.addVariable( "texturePosition", document.getElementById( 'computeShaderPosition' ).textContent, dtPosition );
  223. gpuCompute.setVariableDependencies( velocityVariable, [ positionVariable, velocityVariable ] );
  224. gpuCompute.setVariableDependencies( positionVariable, [ positionVariable, velocityVariable ] );
  225. velocityUniforms = velocityVariable.material.uniforms;
  226. velocityUniforms[ "gravityConstant" ] = { value: 0.0 };
  227. velocityUniforms[ "density" ] = { value: 0.0 };
  228. const error = gpuCompute.init();
  229. if ( error !== null ) {
  230. console.error( error );
  231. }
  232. }
  233. function isSafari() {
  234. return !! navigator.userAgent.match( /Safari/i ) && ! navigator.userAgent.match( /Chrome/i );
  235. }
  236. function restartSimulation() {
  237. const dtPosition = gpuCompute.createTexture();
  238. const dtVelocity = gpuCompute.createTexture();
  239. fillTextures( dtPosition, dtVelocity );
  240. gpuCompute.renderTexture( dtPosition, positionVariable.renderTargets[ 0 ] );
  241. gpuCompute.renderTexture( dtPosition, positionVariable.renderTargets[ 1 ] );
  242. gpuCompute.renderTexture( dtVelocity, velocityVariable.renderTargets[ 0 ] );
  243. gpuCompute.renderTexture( dtVelocity, velocityVariable.renderTargets[ 1 ] );
  244. }
  245. function initProtoplanets() {
  246. geometry = new THREE.BufferGeometry();
  247. const positions = new Float32Array( PARTICLES * 3 );
  248. let p = 0;
  249. for ( let i = 0; i < PARTICLES; i ++ ) {
  250. positions[ p ++ ] = ( Math.random() * 2 - 1 ) * effectController.radius;
  251. positions[ p ++ ] = 0; //( Math.random() * 2 - 1 ) * effectController.radius;
  252. positions[ p ++ ] = ( Math.random() * 2 - 1 ) * effectController.radius;
  253. }
  254. const uvs = new Float32Array( PARTICLES * 2 );
  255. p = 0;
  256. for ( let j = 0; j < WIDTH; j ++ ) {
  257. for ( let i = 0; i < WIDTH; i ++ ) {
  258. uvs[ p ++ ] = i / ( WIDTH - 1 );
  259. uvs[ p ++ ] = j / ( WIDTH - 1 );
  260. }
  261. }
  262. geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  263. geometry.setAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  264. particleUniforms = {
  265. "texturePosition": { value: null },
  266. "textureVelocity": { value: null },
  267. "cameraConstant": { value: getCameraConstant( camera ) },
  268. "density": { value: 0.0 }
  269. };
  270. // THREE.ShaderMaterial
  271. const material = new THREE.ShaderMaterial( {
  272. uniforms: particleUniforms,
  273. vertexShader: document.getElementById( 'particleVertexShader' ).textContent,
  274. fragmentShader: document.getElementById( 'particleFragmentShader' ).textContent
  275. } );
  276. material.extensions.drawBuffers = true;
  277. const particles = new THREE.Points( geometry, material );
  278. particles.matrixAutoUpdate = false;
  279. particles.updateMatrix();
  280. scene.add( particles );
  281. }
  282. function fillTextures( texturePosition, textureVelocity ) {
  283. const posArray = texturePosition.image.data;
  284. const velArray = textureVelocity.image.data;
  285. const radius = effectController.radius;
  286. const height = effectController.height;
  287. const exponent = effectController.exponent;
  288. const maxMass = effectController.maxMass * 1024 / PARTICLES;
  289. const maxVel = effectController.velocity;
  290. const velExponent = effectController.velocityExponent;
  291. const randVel = effectController.randVelocity;
  292. for ( let k = 0, kl = posArray.length; k < kl; k += 4 ) {
  293. // Position
  294. let x, z, rr;
  295. do {
  296. x = ( Math.random() * 2 - 1 );
  297. z = ( Math.random() * 2 - 1 );
  298. rr = x * x + z * z;
  299. } while ( rr > 1 );
  300. rr = Math.sqrt( rr );
  301. const rExp = radius * Math.pow( rr, exponent );
  302. // Velocity
  303. const vel = maxVel * Math.pow( rr, velExponent );
  304. const vx = vel * z + ( Math.random() * 2 - 1 ) * randVel;
  305. const vy = ( Math.random() * 2 - 1 ) * randVel * 0.05;
  306. const vz = - vel * x + ( Math.random() * 2 - 1 ) * randVel;
  307. x *= rExp;
  308. z *= rExp;
  309. const y = ( Math.random() * 2 - 1 ) * height;
  310. const mass = Math.random() * maxMass + 1;
  311. // Fill in texture values
  312. posArray[ k + 0 ] = x;
  313. posArray[ k + 1 ] = y;
  314. posArray[ k + 2 ] = z;
  315. posArray[ k + 3 ] = 1;
  316. velArray[ k + 0 ] = vx;
  317. velArray[ k + 1 ] = vy;
  318. velArray[ k + 2 ] = vz;
  319. velArray[ k + 3 ] = mass;
  320. }
  321. }
  322. function onWindowResize() {
  323. camera.aspect = window.innerWidth / window.innerHeight;
  324. camera.updateProjectionMatrix();
  325. renderer.setSize( window.innerWidth, window.innerHeight );
  326. particleUniforms[ "cameraConstant" ].value = getCameraConstant( camera );
  327. }
  328. function dynamicValuesChanger() {
  329. velocityUniforms[ "gravityConstant" ].value = effectController.gravityConstant;
  330. velocityUniforms[ "density" ].value = effectController.density;
  331. particleUniforms[ "density" ].value = effectController.density;
  332. }
  333. function initGUI() {
  334. const gui = new GUI( { width: 300 } );
  335. const folder1 = gui.addFolder( 'Dynamic parameters' );
  336. folder1.add( effectController, "gravityConstant", 0.0, 1000.0, 0.05 ).onChange( dynamicValuesChanger );
  337. folder1.add( effectController, "density", 0.0, 10.0, 0.001 ).onChange( dynamicValuesChanger );
  338. const folder2 = gui.addFolder( 'Static parameters' );
  339. folder2.add( effectController, "radius", 10.0, 1000.0, 1.0 );
  340. folder2.add( effectController, "height", 0.0, 50.0, 0.01 );
  341. folder2.add( effectController, "exponent", 0.0, 2.0, 0.001 );
  342. folder2.add( effectController, "maxMass", 1.0, 50.0, 0.1 );
  343. folder2.add( effectController, "velocity", 0.0, 150.0, 0.1 );
  344. folder2.add( effectController, "velocityExponent", 0.0, 1.0, 0.01 );
  345. folder2.add( effectController, "randVelocity", 0.0, 50.0, 0.1 );
  346. const buttonRestart = {
  347. restartSimulation: function () {
  348. restartSimulation();
  349. }
  350. };
  351. folder2.add( buttonRestart, 'restartSimulation' );
  352. folder1.open();
  353. folder2.open();
  354. }
  355. function getCameraConstant( camera ) {
  356. return window.innerHeight / ( Math.tan( THREE.MathUtils.DEG2RAD * 0.5 * camera.fov ) / camera.zoom );
  357. }
  358. function animate() {
  359. requestAnimationFrame( animate );
  360. render();
  361. stats.update();
  362. }
  363. function render() {
  364. gpuCompute.compute();
  365. particleUniforms[ "texturePosition" ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
  366. particleUniforms[ "textureVelocity" ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
  367. renderer.render( scene, camera );
  368. }
  369. </script>
  370. </body>
  371. </html>