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683 lines
20 KiB
683 lines
20 KiB
2 years ago
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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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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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body {
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background-color: #fff;
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color: #444;
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}
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a {
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color:#08f;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl gpgpu birds + GLTF mesh<br/>
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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/>
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Move mouse to disturb birds.
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</div>
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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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uniform float time;
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uniform float delta;
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void main() {
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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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float phase = tmpPos.w;
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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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gl_FragColor = vec4( position + velocity * delta * 15. , phase );
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}
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</script>
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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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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 separationDistance; // 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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const float width = resolution.x;
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const float height = resolution.y;
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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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float zoneRadius = 40.0;
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float zoneRadiusSquared = 1600.0;
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float separationThresh = 0.45;
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float alignmentThresh = 0.65;
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const float UPPER_BOUNDS = BOUNDS;
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const float LOWER_BOUNDS = -UPPER_BOUNDS;
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const float SPEED_LIMIT = 9.0;
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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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void main() {
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zoneRadius = separationDistance + alignmentDistance + cohesionDistance;
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separationThresh = separationDistance / zoneRadius;
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alignmentThresh = ( separationDistance + alignmentDistance ) / zoneRadius;
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zoneRadiusSquared = zoneRadius * zoneRadius;
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec3 birdPosition, birdVelocity;
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vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
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vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
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float dist;
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vec3 dir; // direction
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float distSquared;
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float separationSquared = separationDistance * separationDistance;
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float cohesionSquared = cohesionDistance * cohesionDistance;
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float f;
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float percent;
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vec3 velocity = selfVelocity;
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float limit = SPEED_LIMIT;
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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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float preyRadius = 150.0;
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float preyRadiusSq = preyRadius * preyRadius;
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// move birds away from predator
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if ( dist < preyRadius ) {
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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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// if (testing == 0.0) {}
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// if ( rand( uv + time ) < freedomFactor ) {}
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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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for ( float y = 0.0; y < height; y++ ) {
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for ( float x = 0.0; x < width; x++ ) {
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vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
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birdPosition = texture2D( texturePosition, ref ).xyz;
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dir = birdPosition - selfPosition;
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dist = length( dir );
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if ( dist < 0.0001 ) continue;
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distSquared = dist * dist;
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if ( distSquared > zoneRadiusSquared ) continue;
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percent = distSquared / zoneRadiusSquared;
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if ( percent < separationThresh ) { // low
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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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} else if ( percent < alignmentThresh ) { // high
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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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birdVelocity = texture2D( textureVelocity, ref ).xyz;
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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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} else {
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// Attraction / Cohesion - move closer
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float threshDelta = 1.0 - alignmentThresh;
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float adjustedPercent;
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if( threshDelta == 0. ) adjustedPercent = 1.;
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else adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
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f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
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velocity += normalize( dir ) * f;
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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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// 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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gl_FragColor = vec4( velocity, 1.0 );
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}
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</script>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
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/* TEXTURE WIDTH FOR SIMULATION */
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const WIDTH = 64;
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const BIRDS = WIDTH * WIDTH;
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/* BAKE ANIMATION INTO TEXTURE and CREATE GEOMETRY FROM BASE MODEL */
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const BirdGeometry = new THREE.BufferGeometry();
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let textureAnimation, durationAnimation, birdMesh, materialShader, indicesPerBird;
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function nextPowerOf2( n ) {
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return Math.pow( 2, Math.ceil( Math.log( n ) / Math.log( 2 ) ) );
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}
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Math.lerp = function ( value1, value2, amount ) {
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amount = Math.max( Math.min( amount, 1 ), 0 );
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return value1 + ( value2 - value1 ) * amount;
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};
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const gltfs = [ 'models/gltf/Parrot.glb', 'models/gltf/Flamingo.glb' ];
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const colors = [ 0xccFFFF, 0xffdeff ];
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const sizes = [ 0.2, 0.1 ];
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const selectModel = Math.floor( Math.random() * gltfs.length );
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new GLTFLoader().load( gltfs[ selectModel ], function ( gltf ) {
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const animations = gltf.animations;
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durationAnimation = Math.round( animations[ 0 ].duration * 60 );
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const birdGeo = gltf.scene.children[ 0 ].geometry;
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const morphAttributes = birdGeo.morphAttributes.position;
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const tHeight = nextPowerOf2( durationAnimation );
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const tWidth = nextPowerOf2( birdGeo.getAttribute( 'position' ).count );
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indicesPerBird = birdGeo.index.count;
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const tData = new Float32Array( 4 * tWidth * tHeight );
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for ( let i = 0; i < tWidth; i ++ ) {
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for ( let j = 0; j < tHeight; j ++ ) {
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const offset = j * tWidth * 4;
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const curMorph = Math.floor( j / durationAnimation * morphAttributes.length );
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const nextMorph = ( Math.floor( j / durationAnimation * morphAttributes.length ) + 1 ) % morphAttributes.length;
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const lerpAmount = j / durationAnimation * morphAttributes.length % 1;
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if ( j < durationAnimation ) {
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let d0, d1;
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d0 = morphAttributes[ curMorph ].array[ i * 3 ];
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d1 = morphAttributes[ nextMorph ].array[ i * 3 ];
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if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 ] = Math.lerp( d0, d1, lerpAmount );
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d0 = morphAttributes[ curMorph ].array[ i * 3 + 1 ];
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d1 = morphAttributes[ nextMorph ].array[ i * 3 + 1 ];
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if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 1 ] = Math.lerp( d0, d1, lerpAmount );
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d0 = morphAttributes[ curMorph ].array[ i * 3 + 2 ];
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d1 = morphAttributes[ nextMorph ].array[ i * 3 + 2 ];
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if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 2 ] = Math.lerp( d0, d1, lerpAmount );
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tData[ offset + i * 4 + 3 ] = 1;
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}
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}
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}
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textureAnimation = new THREE.DataTexture( tData, tWidth, tHeight, THREE.RGBAFormat, THREE.FloatType );
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textureAnimation.needsUpdate = true;
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const vertices = [], color = [], reference = [], seeds = [], indices = [];
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const totalVertices = birdGeo.getAttribute( 'position' ).count * 3 * BIRDS;
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for ( let i = 0; i < totalVertices; i ++ ) {
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const bIndex = i % ( birdGeo.getAttribute( 'position' ).count * 3 );
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vertices.push( birdGeo.getAttribute( 'position' ).array[ bIndex ] );
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color.push( birdGeo.getAttribute( 'color' ).array[ bIndex ] );
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}
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let r = Math.random();
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for ( let i = 0; i < birdGeo.getAttribute( 'position' ).count * BIRDS; i ++ ) {
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const bIndex = i % ( birdGeo.getAttribute( 'position' ).count );
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const bird = Math.floor( i / birdGeo.getAttribute( 'position' ).count );
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if ( bIndex == 0 ) r = Math.random();
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const j = ~ ~ bird;
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const x = ( j % WIDTH ) / WIDTH;
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const y = ~ ~ ( j / WIDTH ) / WIDTH;
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reference.push( x, y, bIndex / tWidth, durationAnimation / tHeight );
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seeds.push( bird, r, Math.random(), Math.random() );
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}
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for ( let i = 0; i < birdGeo.index.array.length * BIRDS; i ++ ) {
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const offset = Math.floor( i / birdGeo.index.array.length ) * ( birdGeo.getAttribute( 'position' ).count );
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indices.push( birdGeo.index.array[ i % birdGeo.index.array.length ] + offset );
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}
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BirdGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
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BirdGeometry.setAttribute( 'birdColor', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
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BirdGeometry.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
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BirdGeometry.setAttribute( 'reference', new THREE.BufferAttribute( new Float32Array( reference ), 4 ) );
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BirdGeometry.setAttribute( 'seeds', new THREE.BufferAttribute( new Float32Array( seeds ), 4 ) );
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BirdGeometry.setIndex( indices );
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init();
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animate();
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} );
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let container, stats;
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let camera, scene, renderer;
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let mouseX = 0, mouseY = 0;
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let windowHalfX = window.innerWidth / 2;
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let windowHalfY = window.innerHeight / 2;
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const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
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let last = performance.now();
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let gpuCompute;
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let velocityVariable;
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let positionVariable;
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let positionUniforms;
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let velocityUniforms;
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.z = 350;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( colors[ selectModel ] );
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scene.fog = new THREE.Fog( colors[ selectModel ], 100, 1000 );
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// LIGHTS
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const hemiLight = new THREE.HemisphereLight( colors[ selectModel ], 0xffffff, 1.6 );
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hemiLight.color.setHSL( 0.6, 1, 0.6 );
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hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
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hemiLight.position.set( 0, 50, 0 );
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scene.add( hemiLight );
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const dirLight = new THREE.DirectionalLight( 0x00CED1, 0.6 );
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dirLight.color.setHSL( 0.1, 1, 0.95 );
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dirLight.position.set( - 1, 1.75, 1 );
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dirLight.position.multiplyScalar( 30 );
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scene.add( dirLight );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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initComputeRenderer();
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stats = new Stats();
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container.appendChild( stats.dom );
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container.style.touchAction = 'none';
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container.addEventListener( 'pointermove', onPointerMove );
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window.addEventListener( 'resize', onWindowResize );
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const gui = new GUI();
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const effectController = {
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separation: 20.0,
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alignment: 20.0,
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cohesion: 20.0,
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freedom: 0.75,
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size: sizes[ selectModel ],
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count: Math.floor( BIRDS / 4 )
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};
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const valuesChanger = function () {
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velocityUniforms[ 'separationDistance' ].value = effectController.separation;
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velocityUniforms[ 'alignmentDistance' ].value = effectController.alignment;
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velocityUniforms[ 'cohesionDistance' ].value = effectController.cohesion;
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velocityUniforms[ 'freedomFactor' ].value = effectController.freedom;
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if ( materialShader ) materialShader.uniforms[ 'size' ].value = effectController.size;
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BirdGeometry.setDrawRange( 0, indicesPerBird * effectController.count );
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};
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|
||
|
valuesChanger();
|
||
|
|
||
|
gui.add( effectController, 'separation', 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, 'size', 0, 1, 0.01 ).onChange( valuesChanger );
|
||
|
gui.add( effectController, 'count', 0, BIRDS, 1 ).onChange( valuesChanger );
|
||
|
gui.close();
|
||
|
|
||
|
initBirds( effectController );
|
||
|
|
||
|
}
|
||
|
|
||
|
function initComputeRenderer() {
|
||
|
|
||
|
gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
|
||
|
|
||
|
if ( renderer.capabilities.isWebGL2 === false ) {
|
||
|
|
||
|
gpuCompute.setDataType( THREE.HalfFloatType );
|
||
|
|
||
|
}
|
||
|
|
||
|
const dtPosition = gpuCompute.createTexture();
|
||
|
const dtVelocity = gpuCompute.createTexture();
|
||
|
fillPositionTexture( dtPosition );
|
||
|
fillVelocityTexture( dtVelocity );
|
||
|
|
||
|
velocityVariable = gpuCompute.addVariable( 'textureVelocity', document.getElementById( 'fragmentShaderVelocity' ).textContent, dtVelocity );
|
||
|
positionVariable = gpuCompute.addVariable( 'texturePosition', document.getElementById( 'fragmentShaderPosition' ).textContent, dtPosition );
|
||
|
|
||
|
gpuCompute.setVariableDependencies( velocityVariable, [ positionVariable, velocityVariable ] );
|
||
|
gpuCompute.setVariableDependencies( positionVariable, [ positionVariable, velocityVariable ] );
|
||
|
|
||
|
positionUniforms = positionVariable.material.uniforms;
|
||
|
velocityUniforms = velocityVariable.material.uniforms;
|
||
|
|
||
|
positionUniforms[ 'time' ] = { value: 0.0 };
|
||
|
positionUniforms[ 'delta' ] = { value: 0.0 };
|
||
|
velocityUniforms[ 'time' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'delta' ] = { value: 0.0 };
|
||
|
velocityUniforms[ 'testing' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'separationDistance' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'alignmentDistance' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'cohesionDistance' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'freedomFactor' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'predator' ] = { value: new THREE.Vector3() };
|
||
|
velocityVariable.material.defines.BOUNDS = BOUNDS.toFixed( 2 );
|
||
|
|
||
|
velocityVariable.wrapS = THREE.RepeatWrapping;
|
||
|
velocityVariable.wrapT = THREE.RepeatWrapping;
|
||
|
positionVariable.wrapS = THREE.RepeatWrapping;
|
||
|
positionVariable.wrapT = THREE.RepeatWrapping;
|
||
|
|
||
|
const error = gpuCompute.init();
|
||
|
|
||
|
if ( error !== null ) {
|
||
|
|
||
|
console.error( error );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function initBirds( effectController ) {
|
||
|
|
||
|
const geometry = BirdGeometry;
|
||
|
|
||
|
const m = new THREE.MeshStandardMaterial( {
|
||
|
vertexColors: true,
|
||
|
flatShading: true,
|
||
|
roughness: 1,
|
||
|
metalness: 0
|
||
|
} );
|
||
|
|
||
|
m.onBeforeCompile = ( shader ) => {
|
||
|
|
||
|
shader.uniforms.texturePosition = { value: null };
|
||
|
shader.uniforms.textureVelocity = { value: null };
|
||
|
shader.uniforms.textureAnimation = { value: textureAnimation };
|
||
|
shader.uniforms.time = { value: 1.0 };
|
||
|
shader.uniforms.size = { value: effectController.size };
|
||
|
shader.uniforms.delta = { value: 0.0 };
|
||
|
|
||
|
let token = '#define STANDARD';
|
||
|
|
||
|
let insert = /* glsl */`
|
||
|
attribute vec4 reference;
|
||
|
attribute vec4 seeds;
|
||
|
attribute vec3 birdColor;
|
||
|
uniform sampler2D texturePosition;
|
||
|
uniform sampler2D textureVelocity;
|
||
|
uniform sampler2D textureAnimation;
|
||
|
uniform float size;
|
||
|
uniform float time;
|
||
|
`;
|
||
|
|
||
|
shader.vertexShader = shader.vertexShader.replace( token, token + insert );
|
||
|
|
||
|
token = '#include <begin_vertex>';
|
||
|
|
||
|
insert = /* glsl */`
|
||
|
vec4 tmpPos = texture2D( texturePosition, reference.xy );
|
||
|
|
||
|
vec3 pos = tmpPos.xyz;
|
||
|
vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);
|
||
|
vec3 aniPos = texture2D( textureAnimation, vec2( reference.z, mod( time + ( seeds.x ) * ( ( 0.0004 + seeds.y / 10000.0) + normalize( velocity ) / 20000.0 ), reference.w ) ) ).xyz;
|
||
|
vec3 newPosition = position;
|
||
|
|
||
|
newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );
|
||
|
newPosition *= size + seeds.y * size * 0.2;
|
||
|
|
||
|
velocity.z *= -1.;
|
||
|
float xz = length( velocity.xz );
|
||
|
float xyz = 1.;
|
||
|
float x = sqrt( 1. - velocity.y * velocity.y );
|
||
|
|
||
|
float cosry = velocity.x / xz;
|
||
|
float sinry = velocity.z / xz;
|
||
|
|
||
|
float cosrz = x / xyz;
|
||
|
float sinrz = velocity.y / xyz;
|
||
|
|
||
|
mat3 maty = mat3( cosry, 0, -sinry, 0 , 1, 0 , sinry, 0, cosry );
|
||
|
mat3 matz = mat3( cosrz , sinrz, 0, -sinrz, cosrz, 0, 0 , 0 , 1 );
|
||
|
|
||
|
newPosition = maty * matz * newPosition;
|
||
|
newPosition += pos;
|
||
|
|
||
|
vec3 transformed = vec3( newPosition );
|
||
|
`;
|
||
|
|
||
|
shader.vertexShader = shader.vertexShader.replace( token, insert );
|
||
|
|
||
|
materialShader = shader;
|
||
|
|
||
|
};
|
||
|
|
||
|
birdMesh = new THREE.Mesh( geometry, m );
|
||
|
birdMesh.rotation.y = Math.PI / 2;
|
||
|
|
||
|
birdMesh.castShadow = true;
|
||
|
birdMesh.receiveShadow = true;
|
||
|
|
||
|
scene.add( birdMesh );
|
||
|
|
||
|
}
|
||
|
|
||
|
function fillPositionTexture( texture ) {
|
||
|
|
||
|
const theArray = texture.image.data;
|
||
|
|
||
|
for ( let k = 0, kl = theArray.length; k < kl; k += 4 ) {
|
||
|
|
||
|
const x = Math.random() * BOUNDS - BOUNDS_HALF;
|
||
|
const y = Math.random() * BOUNDS - BOUNDS_HALF;
|
||
|
const z = Math.random() * BOUNDS - BOUNDS_HALF;
|
||
|
|
||
|
theArray[ k + 0 ] = x;
|
||
|
theArray[ k + 1 ] = y;
|
||
|
theArray[ k + 2 ] = z;
|
||
|
theArray[ k + 3 ] = 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function fillVelocityTexture( texture ) {
|
||
|
|
||
|
const theArray = texture.image.data;
|
||
|
|
||
|
for ( let k = 0, kl = theArray.length; k < kl; k += 4 ) {
|
||
|
|
||
|
const x = Math.random() - 0.5;
|
||
|
const y = Math.random() - 0.5;
|
||
|
const z = Math.random() - 0.5;
|
||
|
|
||
|
theArray[ k + 0 ] = x * 10;
|
||
|
theArray[ k + 1 ] = y * 10;
|
||
|
theArray[ k + 2 ] = z * 10;
|
||
|
theArray[ k + 3 ] = 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
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 onPointerMove( event ) {
|
||
|
|
||
|
if ( event.isPrimary === false ) return;
|
||
|
|
||
|
mouseX = event.clientX - windowHalfX;
|
||
|
mouseY = event.clientY - windowHalfY;
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
function animate() {
|
||
|
|
||
|
requestAnimationFrame( animate );
|
||
|
|
||
|
render();
|
||
|
stats.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
const now = performance.now();
|
||
|
let delta = ( now - last ) / 1000;
|
||
|
|
||
|
if ( delta > 1 ) delta = 1; // safety cap on large deltas
|
||
|
last = now;
|
||
|
|
||
|
positionUniforms[ 'time' ].value = now;
|
||
|
positionUniforms[ 'delta' ].value = delta;
|
||
|
velocityUniforms[ 'time' ].value = now;
|
||
|
velocityUniforms[ 'delta' ].value = delta;
|
||
|
if ( materialShader ) materialShader.uniforms[ 'time' ].value = now / 1000;
|
||
|
if ( materialShader ) materialShader.uniforms[ 'delta' ].value = delta;
|
||
|
|
||
|
velocityUniforms[ 'predator' ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
|
||
|
|
||
|
mouseX = 10000;
|
||
|
mouseY = 10000;
|
||
|
|
||
|
gpuCompute.compute();
|
||
|
|
||
|
if ( materialShader ) materialShader.uniforms[ 'texturePosition' ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
|
||
|
if ( materialShader ) materialShader.uniforms[ 'textureVelocity' ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
|
||
|
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|