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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - gpgpu - flocking</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #fff;
color: #444;
}
a {
color:#08f;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl gpgpu birds + GLTF mesh<br/>
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/>
Move mouse to disturb birds.
</div>
<!-- shader for bird's position -->
<script id="fragmentShaderPosition" type="x-shader/x-fragment">
uniform float time;
uniform float delta;
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 tmpPos = texture2D( texturePosition, uv );
vec3 position = tmpPos.xyz;
vec3 velocity = texture2D( textureVelocity, uv ).xyz;
float phase = tmpPos.w;
phase = mod( ( phase + delta +
length( velocity.xz ) * delta * 3. +
max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );
gl_FragColor = vec4( position + velocity * delta * 15. , phase );
}
</script>
<!-- shader for bird's velocity -->
<script id="fragmentShaderVelocity" type="x-shader/x-fragment">
uniform float time;
uniform float testing;
uniform float delta; // about 0.016
uniform float separationDistance; // 20
uniform float alignmentDistance; // 40
uniform float cohesionDistance; //
uniform float freedomFactor;
uniform vec3 predator;
const float width = resolution.x;
const float height = resolution.y;
const float PI = 3.141592653589793;
const float PI_2 = PI * 2.0;
// const float VISION = PI * 0.55;
float zoneRadius = 40.0;
float zoneRadiusSquared = 1600.0;
float separationThresh = 0.45;
float alignmentThresh = 0.65;
const float UPPER_BOUNDS = BOUNDS;
const float LOWER_BOUNDS = -UPPER_BOUNDS;
const float SPEED_LIMIT = 9.0;
float rand( vec2 co ){
return fract( sin( dot( co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );
}
void main() {
zoneRadius = separationDistance + alignmentDistance + cohesionDistance;
separationThresh = separationDistance / zoneRadius;
alignmentThresh = ( separationDistance + alignmentDistance ) / zoneRadius;
zoneRadiusSquared = zoneRadius * zoneRadius;
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 birdPosition, birdVelocity;
vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
float dist;
vec3 dir; // direction
float distSquared;
float separationSquared = separationDistance * separationDistance;
float cohesionSquared = cohesionDistance * cohesionDistance;
float f;
float percent;
vec3 velocity = selfVelocity;
float limit = SPEED_LIMIT;
dir = predator * UPPER_BOUNDS - selfPosition;
dir.z = 0.;
// dir.z *= 0.6;
dist = length( dir );
distSquared = dist * dist;
float preyRadius = 150.0;
float preyRadiusSq = preyRadius * preyRadius;
// move birds away from predator
if ( dist < preyRadius ) {
f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
velocity += normalize( dir ) * f;
limit += 5.0;
}
// if (testing == 0.0) {}
// if ( rand( uv + time ) < freedomFactor ) {}
// Attract flocks to the center
vec3 central = vec3( 0., 0., 0. );
dir = selfPosition - central;
dist = length( dir );
dir.y *= 2.5;
velocity -= normalize( dir ) * delta * 5.;
for ( float y = 0.0; y < height; y++ ) {
for ( float x = 0.0; x < width; x++ ) {
vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
birdPosition = texture2D( texturePosition, ref ).xyz;
dir = birdPosition - selfPosition;
dist = length( dir );
if ( dist < 0.0001 ) continue;
distSquared = dist * dist;
if ( distSquared > zoneRadiusSquared ) continue;
percent = distSquared / zoneRadiusSquared;
if ( percent < separationThresh ) { // low
// Separation - Move apart for comfort
f = ( separationThresh / percent - 1.0 ) * delta;
velocity -= normalize( dir ) * f;
} else if ( percent < alignmentThresh ) { // high
// Alignment - fly the same direction
float threshDelta = alignmentThresh - separationThresh;
float adjustedPercent = ( percent - separationThresh ) / threshDelta;
birdVelocity = texture2D( textureVelocity, ref ).xyz;
f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
velocity += normalize( birdVelocity ) * f;
} else {
// Attraction / Cohesion - move closer
float threshDelta = 1.0 - alignmentThresh;
float adjustedPercent;
if( threshDelta == 0. ) adjustedPercent = 1.;
else adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
velocity += normalize( dir ) * f;
}
}
}
// this make tends to fly around than down or up
// if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);
// Speed Limits
if ( length( velocity ) > limit ) {
velocity = normalize( velocity ) * limit;
}
gl_FragColor = vec4( velocity, 1.0 );
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
/* TEXTURE WIDTH FOR SIMULATION */
const WIDTH = 64;
const BIRDS = WIDTH * WIDTH;
/* BAKE ANIMATION INTO TEXTURE and CREATE GEOMETRY FROM BASE MODEL */
const BirdGeometry = new THREE.BufferGeometry();
let textureAnimation, durationAnimation, birdMesh, materialShader, indicesPerBird;
function nextPowerOf2( n ) {
return Math.pow( 2, Math.ceil( Math.log( n ) / Math.log( 2 ) ) );
}
Math.lerp = function ( value1, value2, amount ) {
amount = Math.max( Math.min( amount, 1 ), 0 );
return value1 + ( value2 - value1 ) * amount;
};
const gltfs = [ 'models/gltf/Parrot.glb', 'models/gltf/Flamingo.glb' ];
const colors = [ 0xccFFFF, 0xffdeff ];
const sizes = [ 0.2, 0.1 ];
const selectModel = Math.floor( Math.random() * gltfs.length );
new GLTFLoader().load( gltfs[ selectModel ], function ( gltf ) {
const animations = gltf.animations;
durationAnimation = Math.round( animations[ 0 ].duration * 60 );
const birdGeo = gltf.scene.children[ 0 ].geometry;
const morphAttributes = birdGeo.morphAttributes.position;
const tHeight = nextPowerOf2( durationAnimation );
const tWidth = nextPowerOf2( birdGeo.getAttribute( 'position' ).count );
indicesPerBird = birdGeo.index.count;
const tData = new Float32Array( 4 * tWidth * tHeight );
for ( let i = 0; i < tWidth; i ++ ) {
for ( let j = 0; j < tHeight; j ++ ) {
const offset = j * tWidth * 4;
const curMorph = Math.floor( j / durationAnimation * morphAttributes.length );
const nextMorph = ( Math.floor( j / durationAnimation * morphAttributes.length ) + 1 ) % morphAttributes.length;
const lerpAmount = j / durationAnimation * morphAttributes.length % 1;
if ( j < durationAnimation ) {
let d0, d1;
d0 = morphAttributes[ curMorph ].array[ i * 3 ];
d1 = morphAttributes[ nextMorph ].array[ i * 3 ];
if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 ] = Math.lerp( d0, d1, lerpAmount );
d0 = morphAttributes[ curMorph ].array[ i * 3 + 1 ];
d1 = morphAttributes[ nextMorph ].array[ i * 3 + 1 ];
if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 1 ] = Math.lerp( d0, d1, lerpAmount );
d0 = morphAttributes[ curMorph ].array[ i * 3 + 2 ];
d1 = morphAttributes[ nextMorph ].array[ i * 3 + 2 ];
if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 2 ] = Math.lerp( d0, d1, lerpAmount );
tData[ offset + i * 4 + 3 ] = 1;
}
}
}
textureAnimation = new THREE.DataTexture( tData, tWidth, tHeight, THREE.RGBAFormat, THREE.FloatType );
textureAnimation.needsUpdate = true;
const vertices = [], color = [], reference = [], seeds = [], indices = [];
const totalVertices = birdGeo.getAttribute( 'position' ).count * 3 * BIRDS;
for ( let i = 0; i < totalVertices; i ++ ) {
const bIndex = i % ( birdGeo.getAttribute( 'position' ).count * 3 );
vertices.push( birdGeo.getAttribute( 'position' ).array[ bIndex ] );
color.push( birdGeo.getAttribute( 'color' ).array[ bIndex ] );
}
let r = Math.random();
for ( let i = 0; i < birdGeo.getAttribute( 'position' ).count * BIRDS; i ++ ) {
const bIndex = i % ( birdGeo.getAttribute( 'position' ).count );
const bird = Math.floor( i / birdGeo.getAttribute( 'position' ).count );
if ( bIndex == 0 ) r = Math.random();
const j = ~ ~ bird;
const x = ( j % WIDTH ) / WIDTH;
const y = ~ ~ ( j / WIDTH ) / WIDTH;
reference.push( x, y, bIndex / tWidth, durationAnimation / tHeight );
seeds.push( bird, r, Math.random(), Math.random() );
}
for ( let i = 0; i < birdGeo.index.array.length * BIRDS; i ++ ) {
const offset = Math.floor( i / birdGeo.index.array.length ) * ( birdGeo.getAttribute( 'position' ).count );
indices.push( birdGeo.index.array[ i % birdGeo.index.array.length ] + offset );
}
BirdGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
BirdGeometry.setAttribute( 'birdColor', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
BirdGeometry.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
BirdGeometry.setAttribute( 'reference', new THREE.BufferAttribute( new Float32Array( reference ), 4 ) );
BirdGeometry.setAttribute( 'seeds', new THREE.BufferAttribute( new Float32Array( seeds ), 4 ) );
BirdGeometry.setIndex( indices );
init();
animate();
} );
let container, stats;
let camera, scene, renderer;
let mouseX = 0, mouseY = 0;
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;
const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
let last = performance.now();
let gpuCompute;
let velocityVariable;
let positionVariable;
let positionUniforms;
let velocityUniforms;
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 350;
scene = new THREE.Scene();
scene.background = new THREE.Color( colors[ selectModel ] );
scene.fog = new THREE.Fog( colors[ selectModel ], 100, 1000 );
// LIGHTS
const hemiLight = new THREE.HemisphereLight( colors[ selectModel ], 0xffffff, 1.6 );
hemiLight.color.setHSL( 0.6, 1, 0.6 );
hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
hemiLight.position.set( 0, 50, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0x00CED1, 0.6 );
dirLight.color.setHSL( 0.1, 1, 0.95 );
dirLight.position.set( - 1, 1.75, 1 );
dirLight.position.multiplyScalar( 30 );
scene.add( dirLight );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
initComputeRenderer();
stats = new Stats();
container.appendChild( stats.dom );
container.style.touchAction = 'none';
container.addEventListener( 'pointermove', onPointerMove );
window.addEventListener( 'resize', onWindowResize );
const gui = new GUI();
const effectController = {
separation: 20.0,
alignment: 20.0,
cohesion: 20.0,
freedom: 0.75,
size: sizes[ selectModel ],
count: Math.floor( BIRDS / 4 )
};
const valuesChanger = function () {
velocityUniforms[ 'separationDistance' ].value = effectController.separation;
velocityUniforms[ 'alignmentDistance' ].value = effectController.alignment;
velocityUniforms[ 'cohesionDistance' ].value = effectController.cohesion;
velocityUniforms[ 'freedomFactor' ].value = effectController.freedom;
if ( materialShader ) materialShader.uniforms[ 'size' ].value = effectController.size;
BirdGeometry.setDrawRange( 0, indicesPerBird * effectController.count );
};
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>